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Grod_The_Giant
2018-11-15, 03:39 PM
Branching out from my old and never-really-as-solid-as-I-wanted Scholar (http://www.giantitp.com/forums/showthread.php?543633-New-base-Clase-The-Scholar), here's my attempt at an artificer base class that does not feel like just another spellcaster. I've got 2/3 subclasses worked out, roughly, but I'm particularly looking for feedback on how much design space is left over after the main class.


The Artificer
HIT POINTS:
Hit Dice: 1d8 per Artificer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Artificer level

PROFICIENCIES
Armor: Light
Weapons: Simple Weapons
Tools: Smith’s Tools, Tinker’s Tools

Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, and Religion

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a scholar's pack or (b) a dungeoneer's pack
Leather armor, any simple weapon, and two daggers

Alternatively, you can ignore the equipment provided by your class and background and start with 4d4 x 10 gp.



Level
Proficiency Bonus
Features


1st
+2
Master Artificer, Artificer Focus


2nd
+2
Focus Feature, Craft Minor Wonder


3rd
+2
Grand Tinker


4th
+2
Ability Score Improvement


5th
+3
Craft Lesser Wonder


6th
+3
Focus Feature


7th
+3
Superior Attunement


8th
+3
Ability Score Improvement


9th
+4
Focus Feature, Craft Greater Wonder


10th
+4
Suppress Enchantment


11th
+4
Craft Grand Wonder


12th
+4
Ability Score Improvement,


13th
+5
Focus Feature


14th
+5
Superior Attunement


15th
+5
Seize Enchantment


16th
+5
Ability Score Improvement


17th
+6
Master Craftsman


18th
+6
Focus Feature


19th
+6
Ability Score Improvement


20th
+6
Craft Legendary Wonder



Master Artificer: Your long study of magical artifacts has taught you certain tricks for getting them most out of them. If a magic item you are activating has a saving throw, you may substitute 8+Proficiency+Int, if higher; if it has an attack roll, you may substitute your Proficiency+Int. If an item you are attuned to regains charges, it gains a minimum number of charges equal to your Intelligence modifier. Finally, if you handle an unknown item for 1 minute, you may cast Identify on it, without requiring any components.

Artificer Focus: The art of artifice is broad, and no one craftsman can master it all. All Artificers must select a single Focus to specialize in: Alchemist, Rune Knight, or Wandsmith. Your choice grants you class features at 1st, 2nd, 6th, 9th, 13th, and 18th levels.

Craft Minor Wonder: At 2nd level, you begin to master the arts of forging magical items. During a long rest, you may create a single item from the list of Least Wonders below. If creating a magic weapon or armor, you must provide the base item to be enchanted. At any one time, you may have a maximum number of magic items in existence equal to your Int modifier; however, you can remove the magic from an item you’ve already enchanted as part of the process of crafting another.

Once created, your Wonders follow all the normal rules for magic items, and others may use and attune to them normally. You have two special abilities with the items you make, however. You may ignore race and class requirements when attuning to them, and you may break someone else's attunement to one of your Wonders as an action, so long as you can see the item.

Grand Tinker: At 3rd level, you become proficient with all artificer's tools. You may also choose two sets of artificer's tools to specialize in—your proficiency bonus is doubled for any check made using those tools. If you spend at least one minute working with an item, you may repair it as though casting Mending.

Ability Score Increase: When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Craft Lesser Wonder: At 5th level, you may also create items from the list of Lesser Wonders. Minor Wonders only count as half a magic item for determining how many items you may have simultaneously enchanted-- for example, if you have an Intelligence bonus of +3, you could craft six Minor Wonders, four Minor Wonders and one Lesser Wonder, two Lesser Wonders and two Minor, or three Lesser Wonders.

Superior Attunement: At 7th level, you can now attune to up to four, rather than three, magic items at a time. At 14th level, this limit increases to five magic items.

Craft Greater Wonder: At 9th level, you may also create items from the list of Greater Wonders.

Suppress Enchantment: Beginning at 10th level, you may attempt to temporarily disrupt the functioning of magic items. As a bonus action, you may designate one non-Artifact magic item that you can see. For as long as the item is in sight and you maintain concentration, as on a spell, the item does not function. If the item is consumable, you may choose to destroy it; if it has charges, it loses half its charges when it resumes functioning.

Craft Grand Wonder: At 11th level, you may also create items from the list of Grand Wonders. Lesser Wonders only count as half a magic item for determining how many items you may have simultaneously enchanted.

Seize Enchantment: Beginning at 15th level, when you use your Suppress Enchantment ability, you may transfer the magic into a nearby object instead of simply disrupting it. As long as you maintain your concentration, one touched item grants the benefits of the disrupted item. The item you transfer the enchantment to must be of the correct type—you can’t make a sheet of paper into a +2 Weapon, though you could make it into a Spell Scroll.

If the suppressed item is consumable, it is destroyed if you use up your copy. If it has charges, charges used by your copy are also consumed from the original.

Master Craftsman: Beginning at 17th level, Grand Wonders only count as half a magic item for determining how many items you may have simultaneously enchanted.

Craft Legendary Wonder: At 20th level, you may forge a single Legendary Wonder. This does not count towards your normal limit on how many items you may create at once, but nor can you change it. If your Legendary Wonder is lost or destroyed, you may create a replacement during a long rest, but the previous version loses any powers it once had.

In addition, Greater Wonders only count as half a magic item for determining how many items you may have simultaneously enchanted.


Subclasses

Alchemical Admixture: You learn three of the following formulas. As long as you have a set of Alchemist’s Supplies on hand, you can use any formula you know as an action. Your casting stat is Intelligence.

At 5th level, you learn a fourth formula.

Acid Flask: Up to two adjacent creatures within 30ft must make Dexterity saves or take 1d6 acid damage. This damage increases by 1d6 at 5th, 11th, and 17th level.
Alchemist’s Fire: Make a ranged spell attack against one creature within 30ft. If you hit, they take 1d8 fire damage. This damage increases by 1d8 at 5th, 11th, and 17th level.
Healing Infusion: You or one adjacent creature regains 2d6 health. This healing increases by 2d6 at 5th, 11th, and 17th level. Once a creature receives a Healing Infusion, they cannot benefit from another until they’ve taken a Long or Short Rest.
Poison Syringe: Make a melee spell attack. On a hit, the target takes 1d10 poison damage, and must make a Con save or be Poisoned for 1 round. This damage increases by 1d10 at 5th, 11th, and 17th level.
Smokestick: You produce a stick that emits a steady cloud of noxious black smoke. You may either hold onto it or throw it up to 30ft away. Once drawn, the stick fills the air in a 10ft radius with smoke, blocking all vision for 1 minute. A strong wind will clear the smoke in 1 round. At 5th level, you may optionally cause who being their turn in the smoke to make a Constitution save or be Poisoned for as long as they remain in the cloud.
Sunrod: You produce a gold-bound rod that glows with a steady light, twice as bright as a torch, for as long as you desire. You may only have one Sunrod active at a time. Beginning at 5th level, you may use an action to expend the rod's remaining charge all at once. All creatures within 30ft must make Constitution saves or be blinded until the start of your next turn, and the rod no longer sheds light.
Tanglefoot Bag: Make a ranged spell attack against one creature within 30ft. If you hit, the target is restrained for 1 minute. At the end of each of its turns, it may make a Strength saving throw to escape. Beginning at 5th level, the target takes 1d4 bludgeoning damage at the beginning of each of its turn as the bag contracts.
Thunderstone: Pick a point within 30ft. All creatures in a 5ft burst must make a Constitution save or take 1d4 thunder damage and be deafened for 1 round. This damage increases by 1d4 at 5th, 11th, and 17th level.

Brew Potion: You may brew two Least Potions during a short rest. These potions either function as described in the Dungeon Master's Guide, or as though casting the indicated spell, from a first level spell slot, targeting only the creature drinking the potion. If the spell requires concentration, the creature drinking the potion must provide it.

Potions created this way last for 24 hours, or until you attempt to brew potions again.

Beginning at 6th level, you may craft Lesser Potions, and all your potions are cast from a 2nd level slot. At 9th level, you may craft Greater Potions and cast from a 3rd level slot; at 13th, you may craft Grand Potions and cast from a 4th level slot, and at 18th you can craft Legendary Potions and cast from a 5th level slot.

Alchemical Mastery: Beginning at 2nd level, you may add your Intelligence modifier to the damage or healing dealt by your potions or Alchemical Admixture ability, and the duration of your potions is increased to one hour (though Concentration must still be maintained, if relevant).

Least

Bless
Comprehend Languages
Disguise Self
Expeditious Retreat
False Life
Heroism
Longstrider
Mage Armor
Perfume of Bewitching (XGtE)
Potion of Climbing
Potion of Healing
Protection from Evil and Good
Shield of Faith
Speak with Animals

Lesser

Aid
Alter Self
Barkskin
Blur
Darkvision
Detect Thoughts
Dragon’s Breath
Enhance Ability
Enlarge/Reduce
Invisibility
Lesser Restoration
Oil of Slipperiness
Pass Without Trace
Philter of Love
Potion of Animal Friendship
Potion of Fire Breath
Potion of Greater Healing
Potion of Growth
Potion of Poison
Potion of Resistance
Potion of Water Breathing
Protection from Poison
See Invisibility
Water Walk

Greater Potions

Blink
Elixer of Health
Fly
Gaseous Form
Haste
Nondetection
Oil of Etherealness
Potion of Clairvoyance
Potion of Diminution
Potion of Heroism
Potion of Hill Giant Strength
Potion of Invulnerability
Potion of Mind Reading
Potion of Superior Healing
Tongues
Vamperic Touch
Water Breathing

Grand

Fire Shield
Freedom of Movement
Greater Invisibility
Oil of Sharpness
Polymorph
Potion of Fire Giant Strength
Potion of Speed
Potion of Supreme Healing
Potion of Vitality
Stoneskin

Legendary

Far Step
Greater Restoration
Potion of Cloud Giant Strength
Potion of Longevity
Skill Empowerment
Telekinesis





Smith-Warrior: You gain proficiency in medium armor, heavy armor, shields, and all martial weapons. In addition, your hit point maximum increases by 1, and by an additional 1 each level thereafter.

Runework: Beginning at 2nd level, magic armor and weapons you are attuned to do not count against the normal limit on how many magic items you can have simultaneously enchanted.

In addition, during a long rest you may inscribe a single magic weapon or suit of armor with your personal rune. Weapons so inscribed gain a +1 bonus to hit and to damage, while armor so inscribed grants an additional +1 AC and only weighs half as much as normal. You may only have one item marked at a time.

Extra Attack: Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Runic Ward: Beginning at 9th level, when wearing magic armor, you may use a reaction to add 1d4 to your armor class against an attack. You may do so after seeing the roll but before the DM announces the result. If you are still hit, reduce the damage by twice the value of your roll.

Runic Smite: Beginning at 13th level, magic weapons you wield deal an extra 1d6 damage. After striking a foe with a non-artifact magic weapon, you may expend all of its magic in a single burst—the item is instantly disenchanted, but the target takes additional damage. If the item is one you crafted, this bonus damage is equal to 1d10 per two Artificer levels; if it is a permanent item created by someone else, the bonus damage is equal to 1d6 per Artificer level. If the item has a retributive strike ability, such as the Staff of Power, you may choose to activate it in the process.

Master Rune: Beginning at 18th level, the bonus from your Runework ability doubles—marked weapons gain a +2 bonus to hit and damage, and marked armor provides +2 AC.



Craft Wand: During a long rest, you may craft a number of Least Wands equal to your Intelligence modifier. At any one time, you may have a maximum number of wands in existence equal to your Int modifier; however, you can remove the magic from a wand you’ve already enchanted as part of the process of crafting another.

Your wands are crafted without charges. At the end of a short rest, you gain two charges, which you may expend to cast the spell contained in your wand, as though from a 1st level spell slot. Each wand also gives you the ability to cast a cantrip, which you may cast as often as you wish.

Beginning at 6th level, you may craft Lesser Wands, and your wand spells are cast from a 2nd level slot. At 9th level, you may craft Greater Wandsand cast from a 3rd level slot; at 13th, you may craft Grand Wands and cast from a 4th level slot, and at 18th you can craft Legendary Wands and cast from a 5th level slot.

Wand Master: Beginning at 2nd level, you may add your Intelligence modifier to the damage dealt by your wands. If casting a spell of 1st level or higher, you may also add half your Alchemist level, rounded down.


Least

Burning Hands (Firebolt)
Cause Fear (Vicious Mockery)
Color Spray (Dancing Lights)
Earth Tremor (Thorn Whip)
Guiding Bolt (Sacred Flame)
Ice Knife (Ray of Frost)
Magic Missile (Eldritch Blast)
Ray of Sickness (Poison Spray)
Thunderwave (Thunderclap)


Lesser

Aganazzer's Scorcher (Firebolt)
Cloud of Daggers (Sword Burst)
Flaming Sphere (Produce Flame)
Gust of Wind (Gust)
Melf's Acid Arrow (Acid Splash)
Mind Spike (Vicious Mockery)
Ray of Enfeeblement (Toll the Dead)
Scorching Ray (Firebolt)
Shatter (Thunderclap)
Snilloc's Snowball Swarm (Frostbite)


Greater

Erupting Earth (Thorn Whip)
Fear (Vicious Mockery)
Fireball (Firebolt)
Lightning Bolt (Shocking Grasp)
Sleet Storm (Frostbite)
Tidal Wave (Ray of Frost)


Grand

Blight (Toll the Dead)
Ice Storm (Frostbite)
Sickening Radiance (Word of Radiance)
Storm Sphere (Lightning Lure)
Vitriolic Sphere (Acid Splash)
Wall of Fire (Create Bondfire)


Legendary

Bigby's Hand (Eldritch Blast)
Cone of Cold (Frostbite)
Destructive Wave (Thunderclap)
Enervation (Chill Touch)
Flame Strike (Firebolt)
Immolation (Firebolt)
Negative Energy Flood (Toll the Dead)
Synaptic Static (Vicious Mockery)
Wall of Light (Sacred Flame)





Wonders
Note: Items marked with (A) require attunement


Boots of Elvenkind: Advantage on moving silently.
Boots of Striding and Springing (A): +30ft move speed and jump three times as far
Bracers of Archery (A): Grants proficiency and +2 damage with bows.
Brooch of Shielding (A): Grants resistance to force damage and immunity to Magic Missile.
Cap of Water Breathing: Breathe and speak underwater.
Chime of Opening: Open ten unlocked objects at a distance.
Cloak of Elvenkind (A): Advantage on stealth.
Deck of Illusions: Randomly produces illusions when cards are thrown.
Driftglobe: Floating light
Everysmoking Bottle: Continually produces a cloud of smoke.
Eyes of Charming (A): Cast Charm Person up to 3/day
Eyes of Minute Seeing: Grants advantage on Investigation checks.
Eyes of the Eagle (A): Grants advantage on Perception checks and lets you see far away
Gloves of Swimming and Climbing: Move at full speed and +5 to checks while doing so.
Goggles of Night: Gain or improve Darkvision.
Hat of Disguise (A): Cast Disguise Self at will.
Helm of Comprehend Languages: Understand all languages.
Horseshoes of Speed: Increases a mount’s speed by 30ft
Ioun Stone of Protection (A): +1 AC
Ioun Stone of Sustenance (A): You don’t need to eat or drink
Iron Bands of Bilarro: 1/day, restrain target creature.
Javelin of Lightning: 1/day, turns into 4d6 lightning bolt.
Lantern of Revealing: While burning, reveals invisible things.
Mariner’s Armor: Grants you swim speed equal to your land speed, and bouys you to the surface if dying.
Medallion of Thoughts (A): Cast Detect Thoughts up to 3/day
Necklace of Adaptation (A): Breathe in any environment, and Advantage against harmful gas attacks.
Periapt of Health: Grants immunity to disease.
Periapt of Proof Against Poison: Grants immunity to poison
Periapt of Wound Closure (A): Stabilize while dying, and regain more hit points from Hit Dice.
Pipes of the Sewers (A): Summons or controls swarms of rats up to 3/day, if there are enough around.
Quaal’s Feather Token (Anchor, Fan, Swan Boat, Tree): Transforms into the indicated item
Quiver of Ehlonna: Holds a large number of arrows, javelins, spears, etc.
Ring of Animal Influence: Cast Animal Friendship, Speak with Animals, or Fear (only against animals) up to 3/day.
Ring of Feather Falling (A): Always fall safely.
Ring of Free Action (A): Ignore difficult terrain and restraining magic.
Ring of Jumping: Cast Jump on yourself at will.
Ring of Mind Shielding (A): Confers immunity against telepathy and lie-detecting magic.
Ring of Swimming: Grants a 40ft swim speed.
Ring of the Ram (A): 3/day, shove a target for 2d10 force damage or try to break an object.
Ring of Water Walking: Walk on water
Robe of Useful Items: Contains a number of random patches that transform into real creatures or objects. (Note: Cannot produce patches of money, healing potions, or spell scrolls)
Rope of Climbing: Rope ties itself around an object
Rope of Entanglement: Rope knots itself around enemies.
Saddle of the Cavalier: Keeps you on your mount and imposes Disadvantage on attacks against it.
Sending Stones: Send a message to the bearer of the other stone 1/day
Sentinel Shield: Grants Advantage on initiative and Perception
Slippers of Spider Climbing (A): Walk on walls and ceilings.
Trident of Fish Command: Cast Dominate Beast on swimming creatures up to 3/day.
Vicious Weapon: Deals an extra 7 damage on a crit.
Wand of Enemy Detection: Detect the nearest foe up to 7/day.
Wand of Magic Detection: Cast Detect Magic up to 3/day
Wand of Secrets: Detects traps and secret doors 3/day
Wind Fan: Cast Gust of Wind 1/day




+1 Armor, Shield, Weapon, Wand of the War Mage (A), or Rod of the Pact Keeper (A): +1 to AC or attack and damage
Amulet of Proof Against Detection and Location (A): You can’t be seen by divinations.
Armor of Resistance (A): Armor grants resistance to one type of damage.
Arrow of Slaying: Arrow deals +6d10 damage to a specific creature type.
Bag of Holding: Large extradimensional holding space
Bag of Tricks: Summons random animals up to 3/day.
Bead of Force: Explodes for 5d4 damage and traps enemies inside an orb.
Boots of Levitation (A): Cast Levitate on yourself at will.
Boots of Speed (A): +30ft move speed, and opponents have Disadvantage on opportunity attacks, for 10 min/day.
Boots of the Wintelands (A): Resist cold and walk on ice.
Circle of Blasting: Cast Scorching Ray 1/day
Cloak of Arachnida (A): Resist poison, stick to walls, ignore webs and cast Web 1/day.
Cloak of Protection (A): +1 AC and saves
Cloak of the Bat (A): Fly for as long as you flap it, and turn into a bat 1/day.
Cloak of the Manta Ray: Breathe underwater and swim at 60ft/round.
Dagger of Venom: +1 dagger deals 2d10 poison 1/day.
Dancing Sword (A): Sword attacks up to four times by itself, using your stats.
Decanter of Endless Water: Continually produces water in up to geyser strength.
Dimensional Shackles: Chains are almost impossible to remove and prevent planar travel.
Dragon Slayer: +1 sword deals 3d6 bonus damage to dragons.
Elven Chain: +1 chain shirt can be used without proficiency.
Folding Boat: Small cube unfolds into 10ft or 24ft boat.
Frost Brand (A): Sword deals +1d6 cold damage and grants resistance to cold.
Gem of Brightness: Glowing gem can blind enemies.
Giant Slayer: +1 weapon deals bonus damage to giants.
Glamoured Studded Leather: +1 armor can change its appearance.
Gloves of Missile Snaring (A): Use reaction to weaken or catch ranged weapons.
Gloves of Thievery: +5 to slight of hand and lockpicking
Helm of Telepathy (A): Cast Detect Thoughts at will, and Suggestion 1/day.
Heward’s Handy Haversack: Small extradimensional storage space, but what you want is always on top.
Horn of Blasting: Deals 5d6 sonic damage, but 20% chance of breaking with each use. (Special: just breaks, doesn’t explode)
Horseshoues of a Zephyr: Lets a mount hover.
Immovable Rod: Hangs in place and is almost impossible to move
Ioun Stone of Agility/Fortitude/ Insight/Intellect/Leadership/ Strength (A): +2 to a stat, up to 20
Ioun Stone of Awareness (A): You can’t be surprised.
Ioun Stone of Reserve (A): Stores up to 3 levels of spells to be released later
Mace of Smiting: +1 mace is +3 against constructs.
Mace of Terror: Cause fear in nearby creatures up to 3/day.
Pipes of Haunting: Cause fear in nearby enemies up to 3/day.
Quaal’s Feather Token (Bird or Whip): Transforms into the appropriate item
Ring of Resistance (A): Resist one type of energy.
Ring of Evasion (A): Succeed on a failed Dex save up to 3/day.
Ring of Protection (A): +1 AC and saves
Ring of Shooting Stars: Cast Fairie Fire, summon spheres of lightning, or shoot small fireballs a few times/day.
Ring of Spell Storing (A): Store up to 5 levels of spells to be released later.
Ring of Telekinesis: Move unattended heavy objects
Ring of X-Ray Vision (A): See through matter ~1/day
Robe of Eyes (A): See in all directions, see invisible creatures, and Advantage on perception.
Rod of Alertness (A): Grants Advantage on perception, casts a few Detect spells, and produces an aura of +1 AC 1/day.
Scroll of Protection: Wards off creatures of a certain type.
Staff of the Adder (A): Tip becomes a snake head which you can attack with for poison damage.
Staff of the Python (A): Turns into a giant constrictor snake under your control.
Staff of Withering (A): Magic quarterstaff deals necrotic damage and weakens foe up to 3/day.
Stone of Good Luck/Luckstone (A): +1 to ability checks and saves.
Sword of Life Stealing (A): Steals 10 hp on a crit.
Sword of Wounding (A): Creatures struck continue to bleed
Tentacle Rod (A): Three tentacles make melee attacks, and slow anyone hit by all three.
Wand of Wonder: Causes random effects
Weapon of Warning: While bearing, you’re immune to surprise and have Advantage on initiative.




+2 Armor, Shield, Weapon, Wand of the War Mage (A), or Rod of the Pact Keeper (A): +2 to AC or attack and damage rolls.
Animated Shield (A): Shield can be wielded without hands.
Arrow-Catching Shield (A): +2 AC vs ranged attacks, and can become the target of attacks against adjacent allies.
Belt of Dwarvenkind (A): +2 Con, advantage on Persuasion checks with dwarves, resistance to poison, darkvision, and a beard.
Cape of the Mountebank: Cast Dimension Door 1/day
Cloak of Displacement (A): Attacks have Disadvantage to hit you, but turns off for a turn every time you’re damaged.
Elemental Gem: Conjure a single elemental (Staff of Swarming Insects)
Flame Tongue (A): Sword deals +2d6 fire damage.
Gem of Seeing: Cast True Seeing up to 3/day
Ioun Stone of Regeneration (A): Heal slowly over time.
Mace of Disruption (A): Deals 2d6 radiant damage to undead and fiends, and can potentially instant-kill weakened ones.
Mantle of Spell Resistance (A): Grants advantage on saves against spells.
Necklace of Fireballs: Toss up to nine Fireball spells, or use more charges for more powerful booms.
Portable Hole: Unfolds into 6ft by 10ft extradimensional hole.
Ring of Invisibility (A): Turn invisible at will
Ring of Regeneration (A): Heal slowly over time and regrow body parts.
Robe of Scintillating Colors (A): Brilliant colors disorient and stun 3/day, imposes Disadvantage on attackers and stuns anyone who can see you.
Scarab of Protection (A): Grants Advantage on saves against spells, and nullifies necromancy up to 12 times.
Scimitar of Speed (A): +2 sword lets you attack as a bonus action.
Spellguard Shield: Shield grants Advantage against magic.
Staff of Thunder and Lightning (A): +2 quarterstaff produces stunning thunder and lightning bolts.
Sunblade: +2 finesse longsword deals +1d8 radiant damage to undead.
Sword of Sharpness (A): Deals 14 bonus damage on a crit, and has a slight chance to cut off a limb.
Winged Boots (A): Fly at 60ft/round for 4 hours/day




+3 Armor, Shield, Weapon, Wand of the War Mage (A), or Rod of the Pact Keeper (A): +3 to AC or attack and damage rolls.
Amulet of the Planes (A): 60% chance to travel to a random point on a desired plane, and a 40% chance to wind up on another.
Broom of Flying: Broomstick flies at 50ft/round.
Carpet of Flying: Carpet flies at 30ft/round
Crystal Ball (A): Cast Srying at will
Cube of Force (A): Produces force-fields of various strengths.
Defender: +3 sword can transfer bonuses to AC instead.
Dwarven Plate: +2 platemail reduces the distance you can be forcibly moved.
Dwarven Thrower (A): +3 warhammer can be thrown for bonus damage.
Helm of Teleportation (A): Teleport up to 3/day
Ioun Stone of Mastery (A): +1 Proficiency
Oathbow (A): Swear vengeance on one enemy at a time, ignoring cover and doing 3d6 bonus damage to them.
Plate Armor of Etherealness (A): Turn ethereal for up to 10 min/day.
Ring of Spell Storing (A): Advantage on saves against spells targeting you, and redirect them on natural 20s.
Robe of Stars: Shoots up to six 5th level Magic Missiles, grants +1 saves, and lets you step into the astral plane.
Robe of the Archmagi (A): Boosts AC, save DC and attack bonus by 2, and grants advantage on saves against magic.
Rod of Lordly Might (A): Transforms into a variety of ~+3 magic weapons, and can drains, paralyze, or terrify on a hit once/day.
Rod of Rulership (A): Charms all nearby creatures 1/day
Rod of Security: Creates an extradimensional sanctuary.
Staff of Striking (A): +3 quarterstaff can smite for up to 3d6 bonus damage.
Stone of Controlling Earth Elementals: Summon an elemental 1/day.




Apparatus of Kwalish: Ride around in a mecha-lobster.
Armor of Invulnerability (A): Grants resistance to nonmagical damage, and immunity for 10 min/day.
Cloak of Invisibility (A): Be invisible for up to 2 hours/day, and still attack.
Crystal Ball of Mind Reading/ Telepathy /True Seeing: Cast scrying and the appropriate spell at will.
Cubic Gate: Opens gates to up to six planes, up to 3/day.
Efreeti Chain (A): +3 chainmail grants immunity to fire and the ability to walk across lava.
Ioun Stone of Greater Absorption (A): Absorbs up to 50 levels of spells of 8th level or less.
Rod of Absorption (A): Absorbs up to 50 levels of spells, which a caster can use to cast their own spells.
Sphere of Annhiliation: Mobile black hole destroys matter.
Well of Many Worlds: Opens a portal to a random plane

Garfunion
2018-11-15, 06:24 PM
Ok let’s see here. I’m still reading through it but, my first impressions.

Master Artificer; this works but, I think something is missing. Maybe ritual casting.

Arcane Focus; I think the archetypes system for this class shouldn’t really focus on the making of magic items. We should also put a little more Eberron spin on it. Call it Crafter’s House.
House of Making
House of Shadows
House of Hospitality
House of Scribes
.......and so on.

Craft Wonders should be renamed to Infusions. An Artificer infuses magic into items. The Artificer may use/wear any item they infuse unrestricted, however any creature that uses an infused item must follow the magic item rules. For example;
Boots of Stealth
You infuse a pair of boots with stealth. The wear of these boots has advantage on Dexterity(stealth) rolls when moving silently.

You can also reduce the wording of the class feature if you don’t use the least, lesser, greater...., and simple put Artificer level restriction on the Infusions.


The Artificer should know Prestidigitation and Mending cantrips and they can craft two wands at first level each wand containing a cantrip. They will craft two additional wands at later levels.

Now we need a consumable but rechargeable tinker/alchemy/scroll system that can be modified by the house they choose.

When it comes to actually crafting a magic items they should have a featured that dramatically reduces the time it takes to craft such items(minimum of one hour).

jiriku
2018-11-15, 06:48 PM
Mending would be a thematic choice.

The Rune Knight's Runic Smite should be usable only with non-artifact weapons. I am curious what -- if anything -- happens if you use it with a staff capable of a retributive strike.

There are still some references to the Scholar class in the hit point rules and the bracers of studied combat writeup.

If I played a wandsmith, I'd want two things: (a) a way to spend charges on wands and staves doing unusual stuff, like upcasting spells when the item doesn't make provisions for it, imposing disadvantage on a save, improving range... hmm basically this sounds like metamagic. Lemme get back to you. The other thing I would want is (b) dual-wielding of wands. It would be ok if it was high-level, but I'd look for it to be in there somewhere.

lunaticfringe
2018-11-15, 09:00 PM
Proficiency in all Tools is just a bit too much for me. That includes instruments, gambling sets, etc. Proficiency in all Artisan's Tools seems more reasonable.

Grod_The_Giant
2018-11-16, 12:10 PM
Ok let’s see here. I’m still reading through it but, my first impressions.

Master Artificer; this works but, I think something is missing. Maybe ritual casting.
Eh, I don't think ritual


Arcane Focus; I think the archetypes system for this class shouldn’t really focus on the making of magic items. We should also put a little more Eberron spin on it. Call it Crafter’s House.
House of Making
House of Shadows
House of Hospitality
House of Scribes
.......and so on.
House of ____ isn't bad for flavor, I guess, but this isn't particularly aimed at being Eberron-specific-- just an archetype that existing classes don't really cover. Also... why on earth would the subclasses for a "makes magic item" class not involve making magic items?


Craft Wonders should be renamed to Infusions. An Artificer infuses magic into items. The Artificer may use/wear any item they infuse unrestricted, however any creature that uses an infused item must follow the magic item rules. For example;
Boots of Stealth
You infuse a pair of boots with stealth. The wear of these boots has advantage on Dexterity(stealth) rolls when moving silently.
Disagree. This isn't some pansy-ass temporary enchantment thingie-- you're Making Magic ItemsTM. And you're absolutely supposed to be handing out items to your teammates.


The Artificer should know Prestidigitation and Mending cantrips and they can craft two wands at first level each wand containing a cantrip. They will craft two additional wands at later levels.
I don't think so. They're meant to feel different from a standard mage, and cantrips won't exactly help with that. Your subclass gives you your workhorse combat option so that there's variety there.


Now we need a consumable but rechargeable tinker/alchemy/scroll system that can be modified by the house they choose.
So, like... spells? You could go that way, I guess, but I don't want to.


When it comes to actually crafting a magic items they should have a featured that dramatically reduces the time it takes to craft such items(minimum of one hour).
I can't remember; did the official rules make it into Xanathar's?


Mending would be a thematic choice.
It would fit to pass out somewhere, I guess.


The Rune Knight's Runic Smite should be usable only with non-artifact weapons. I am curious what -- if anything -- happens if you use it with a staff capable of a retributive strike.
True. I'm... not entirely sure.


There are still some references to the Scholar class in the hit point rules and the bracers of studied combat writeup.
Whoops-- I'll check for those.


If I played a wandsmith, I'd want two things: (a) a way to spend charges on wands and staves doing unusual stuff, like upcasting spells when the item doesn't make provisions for it, imposing disadvantage on a save, improving range... hmm basically this sounds like metamagic. Lemme get back to you. The other thing I would want is (b) dual-wielding of wands. It would be ok if it was high-level, but I'd look for it to be in there somewhere.
The Alchemist is basically a support half-caster; the Wandsmith, I imagine, should be basically an offensive half-caster. Maybe... something like the Alchemist, where you craft wands off a spell list and get two charges/short rest to cast auto-heightened spells? With each spell on the list also providing an associated cantrip that can be cast without expending charges, and some dual-wielding ability?


Proficiency in all Tools is just a bit too much for me. That includes instruments, gambling sets, etc. Proficiency in all Artisan's Tools seems more reasonable.
Fair point.

jiriku
2018-11-16, 12:17 PM
The Alchemist is basically a support half-caster; the Wandsmith, I imagine, should be basically an offensive half-caster. Maybe... something like the Alchemist, where you craft wands off a spell list and get two charges/short rest to cast auto-heightened spells? With each spell on the list also providing an associated cantrip that can be cast without expending charges, and some dual-wielding ability?

Hmm, your thinking brings me to a realization -- as a wandsmith I'll want to be blasting away with my wands almost every round. But doing that would either (a) be way overpwoered and flatten any level-appropriate encounters, (b) run me out of charges and then leave me with fumes for the rest of the day, or (c) both.

Maybe a mechanic I can use during a long rest to maximize the charges recovered by a wand? That would give me more wand stamina. Or maybe just +1 charge recovered per wand every dawn, so that I'm encouraged to use several different wands and not just spam the same one every round.

Either way, a wand-based cantrip would be cool. Maybe with something small and thematic like +1 damage to the cantrip if I use a wand that's capable of a charged spell dealing the same damage type. So using my wand of fireball to cast firebolt is incentivized. Hmm, dunno.

Grod_The_Giant
2018-11-16, 12:53 PM
I'm thinking it would work so that at 1st level you can craft a wand of, say, Burning Hands (which also lets you cast Firebolt). At 2nd, you get Int to damage. At 5th, your Burning Hands wand would shoot as a senior 2nd level spell, or you could craft a wand of Shatter (which also lets you cast Thunderclap).

Not decided if you should get 2 charges/short rest or 6/day (which is practically speaking the same, but more distinct from THE Alchemist). Or more importantly, if the level you cast your wand spells at should scale faster than the level you get access to them-- I'm a bit concerned that half casting wouldn't be level appropriate if just blasting.

jiriku
2018-11-16, 01:04 PM
I think that sameness would actually be an advantage. The player reads the class and thinks "OK, if I'm an alchemist I get two potions per short rest and if I'm a wandsmith I get two charges per short rest. I get it!"


Spending extra charges for more dakkadakka would fix the half-caster problem. All the best wand-type spells are low-level anyhow. The trick will just be finding the balance between forcing the expenditure of extra charges and granting free charges to compensate. Or you could try something more elegant... ummm... I dunno. I need food. I'm gonna eat lunch and think about it.

JNAProductions
2018-11-16, 01:17 PM
Alchemist's Fire says it does 1d8 base, but increases by 1d10. Typo?

Overall, very nice work.

jiriku
2018-11-16, 02:03 PM
My thoughts on cantrip damage--

Tier 1: Base damage, possibly with a rider, scaling with level advancement (ex. firebolt, scared flame): this is the baseline level. It says "I am relevant"

Tier 2: As Tier 1, with an ability modifier added to the damage total (ex. draconic sorcerer with cantrip): this says "I am specialized in doing this thing"

Tier 3: As Tier 1, with an ability modifier added to every damage die (ex. agonizing eldritch blast, fighter with ranged weapon): this says "I am a damage specialist"

Tier 4: As Tier 2 or Tier 3, with extra dice or with low damage dice rerolled (ex. draconic sorcerer with Empower, fighter using action surge): this says "watch me NOVA!"

If you want your wandsmith to be a blaster, a Tier 3 damage profile is probably about what you're looking for.

Grod_The_Giant
2018-11-16, 02:42 PM
Alright, Wandsmith draft is up-- what do we think?


Alchemist's Fire says it does 1d8 base, but increases by 1d10. Typo?

Overall, very nice work.
Whoops. Yes. Thank you!

JNAProductions
2018-11-16, 02:45 PM
Adding Artificer Level to Wand Damage is a bit much. And by a bit I mean a TON.

Thunderwave, from a 5th level slot, does 6d8 (average 27) damage. At level 20, you deal a whopping 47 on average, in a decent AoE.

Cone Of Cold does 8d8 (36 average) in a 60' cone. Adding Artificer level to that is more than a 50% damage buff.

But the big issue is the CANTRIPS. Cantrips cap at 26 damage in Tier 4, for the 1d12 damage cantrips. You nearly double that at level 20.

jiriku
2018-11-16, 03:04 PM
I would like more wand choices. In particular, I'd like to see something with a line effect.

I like the damage bonus and think it's appropriate. For comparison:



Level
Wandsmith w/firebolt
Fighter w/bow


2
1d10+2 avg 7
1d8+3 avg 7


5
2d10+5 avg 16
2d8+8 avg 17


11
3d10+11 avg 27
3d8+15 avg 28


17
4d10+17 avg 39
4d8+20 avg 38



These numbers track VERY closely. Works fine.

Wandsmith gains two charges per short rest. Do these accumulate over multiple short rests? If so, then hoo boy. If not, I'd add verbage indicating that you can't have more than two of these special charges stockpiled.

What is Negative Energy Bolt? I don't know that spell.

JNAProductions
2018-11-16, 03:08 PM
Fighters don't get Extra Attack III till level 20, for... Some reason.

And I'd say that, in general, you should NOT be on par with damage dealing with the likes of Fighter. Especially since you get some potent AoEs, which the Fighter does not get.

jiriku
2018-11-16, 03:39 PM
Fighters don't get Extra Attack III till level 20, for... Some reason.

And I'd say that, in general, you should NOT be on par with damage dealing with the likes of Fighter. Especially since you get some potent AoEs, which the Fighter does not get.

Oh, you know, I'd never noticed that they get pushed back to 20 with that. I wonder why.

At any rate, why not? The warlock deals comparable damage with eldritch blast. A rogue with reliable sneak attack can also match this damage, and a whisper bard can spike up to this damage for a few rounds per day. Fighters deal more damage when you add in subclass damage bonuses, action surge, perhaps the Marksman feat and potentially a magic weapon. And they may not get AoE, but they get considerable defensive durability.

Grod_The_Giant
2018-11-16, 03:44 PM
Adding Artificer Level to Wand Damage is a bit much. And by a bit I mean a TON.

Thunderwave, from a 5th level slot, does 6d8 (average 27) damage. At level 20, you deal a whopping 47 on average, in a decent AoE.

Cone Of Cold does 8d8 (36 average) in a 60' cone. Adding Artificer level to that is more than a 50% damage buff.

But the big issue is the CANTRIPS. Cantrips cap at 26 damage in Tier 4, for the 1d12 damage cantrips. You nearly double that at level 20.
The damage boost corresponds roughly with the bonus damage Agonizing Blast grants a Warlock, just not dependent on getting multiple hits. As for leveled spells... you have to remember that the Wandsmith is getting damaging spells at half the rate of a full caster. Crunching numbers, based on the average damage values from the DMG...



Class Level
Spell Level
Dmg
Artificer Spell Lv
Dmg
Dmg w/ bonus
proportion


1
1
11
1
11
12
109.0909091


2
1
11

11
13
118.1818182


3
2
16.5

11
14
84.84848485


4
2
16.5

11
15
90.90909091


5
3
27.5
2
16.5
21.5
78.18181818


6
3
27.5

16.5
22.5
81.81818182


7
4
33

16.5
23.5
71.21212121


8
4
33

16.5
24.5
74.24242424


9
5
44
3
27.5
36.5
82.95454545


10
5
44

27.5
37.5
85.22727273


11
6
55

27.5
38.5
70


12
6
55

27.5
39.5
71.81818182


13
7
60.5
4
33
46
76.03305785


14
7
60.5

33
47
77.68595041


15
8
66

33
48
72.72727273


16
8
66

33
49
74.24242424


17
9
82.5
5
44
61
73.93939394


18
9
82.5

44
62
75.15151515


19
9
82.5

44
63
76.36363636


20
9
82.5

44
64
77.57575758


Wand Mastery works out to an average damage of ~80% what a full caster can do at the same level. Given that it's only 2/short rest, with sharply limited selection... that still might be too much. Comparing instead to a Warlock...

...right. They cap at 5th level spells 2/short rest...

If I cap the boost at +10, that gives you damage pretty on par with a blasting Warlock-- a little worse at mid levels, a bit better at high. So I guess the question is "how does the rest of the classes compare?" Wonders vs Invocations/Mystic Arcanum/added variety.


I would like more wand choices. In particular, I'd like to see something with a line effect.[quote]
There will be more in the final version-- I just want to nail the base mechanics before I dig into the spell list.

[quote]Wandsmith gains two charges per short rest. Do these accumulate over multiple short rests? If so, then hoo boy. If not, I'd add verbage indicating that you can't have more than two of these special charges stockpiled.

What is Negative Energy Bolt? I don't know that spell.
They should not accumulate, no :smallredface: Also whoops, should be Negative Energy Flood.

-------------------------------------

EDIT: Updated with complete Wandsmith list.

Grod_The_Giant
2018-11-18, 11:43 AM
Tweaked the progression for the Alchemist and Wandsmith-- flat bonuses reduced (and in the alchemist's case, shifted to 2nd level), and spells cast at a slightly heightened level. Also improved formatting in a few places.

Grod_The_Giant
2018-11-23, 10:39 AM
Jiriku, JNAProductions, how do the new Alchemist and Wandsmith numbers look, do you think?

JNAProductions
2018-11-23, 01:42 PM
Sunrod is too good. True sunlight at 5th level? So goodbye to ever seeing Vampires as a threat. Perhaps allow you to expend an action to dispel low-level magical darkness, but not true sunlight.

Is Alchemical Mastery supposed to be level 2?

Same with Wand Mastery.

Grod_The_Giant
2018-11-23, 02:11 PM
Sunrod is too good. True sunlight at 5th level? So goodbye to ever seeing Vampires as a threat. Perhaps allow you to expend an action to dispel low-level magical darkness, but not true sunlight.
Mm, fair. I'll swap to a lesser effect.


Is Alchemical Mastery supposed to be level 2?

Same with Wand Mastery.
Yeah. I shifted them back to make the class a bit less dip-friendly-- now that I think about it, level 3 might be better; that way you get your workhorse casting/proficiencies at first, crafting at 2nd, and a nice little power bump at the end of the training-wheel levels.