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  1. - Top - End - #1
    Halfling in the Playground
     
    Daemon

    Join Date
    Sep 2014

    Default 5e Artificer (PEACH)

    The Artificer

    Because I think we all know the artificer deserves to be more than just a wizard subclass.

    Your problem will be solved... with violent science.


    Level Prof Features Infusion Maximum
    1st +2 Infusions, Consumable Proficiency, Field of Study 2
    2nd +2 Artificer's Expertise 2
    3rd +2 Identify 2
    4th +2 Ability Score Improvement 2
    5th +3 Dweomer Recovery (1) 3
    6th +3 Field of Study feature 3
    7th +3 Detect Magic 3
    8th +3 Ability Score Improvement 3
    9th +4 Dweomer Recovery (2) 4
    10th +4 Artificer Attunement 4
    11th +4 Field of Study feature 4
    12th +4 Ability Score Improvement 4
    13th +5 Dweomer Recovery (3) 5
    14th +5 Field of Study feature 5
    15th +5 Dweomer Mastery 5
    16th +5 Ability Score Improvement 5
    17th +6 Dweomer Recovery (4) 6
    18th +6 Field of Study feature 6
    19th +6 Ability Score Improvement 6
    20th +6 Dweomer Absorption 6



    Class Features

    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 after 1st

    Proficiencies
    Armor:
    Light armor, medium armor, shields.
    Weapons: All simple weapons
    Tools: Alchemist's Tools, Artisan's Tools, Healer's Kit, Herbalism Kit, Poisoner's Kit, Thief's Tools
    Saving Throws: Intelligence, Wisdom
    Skills: Choose two skills from Arcana, History, Investigation, Medicine, and Nature

    Infusions
    Spoiler: Infodump
    Show
    You may create Infusions.
    At dawn of each day, any Infusions you've created end, and your pool of Infusion Points resets to your Artificer level + your Intelligence modifier. The number of unexpended Infusion Points you have active can never exceed this number.
    Infusion points are only expended upon use of a Consumable Infusion, expending charges on a Charge Infusion, or the destruction of an Automaton Infusion.
    Creating an Infusion costs a number of Infusion Points, as noted in the Infusion's description. When an item is under the effect of an Infusion, that item is considered magical. The total number of Infusion Points invested in a single item or Automaton cannot exceed your the Infusion Maximum, given on the Artificer class table.

    Infusions are divided into four categories:
    • Constant Infusions give the benefit described until your Infusion Points reset. It takes 1 minute to enhance an item with a Constant Infusion. You may spend an Action to recall a Constant Infusion. If you do so, you regain the Infusion Points that were spent on the Infusion, and the item is no longer under the Infusion effect.
    • Charge Infusions give the benefit described until your Infusion Points reset, along with a certain number of charges. It takes 1 minute to enhance an item with a Charge Infusion. An action cannot trigger more than one Charge Infusion - for example, a character cannot use a Master's Wand of Fireball and a Staff of Everburning Flame on the same casting of Fireball. Expending a Charge expends a certain number of Infusion Points. You may spend an Action to recall a Charge Infusion. If you do so, you regain the number of Infusion Points that have not been expended, and the item is no longer under the Infusion effect.
    • Consumable Infusions are new items that may be used once. These items degrade to uselessness when your Infusion Points reset. It takes 1 minute to create a Consumable Infusion. You may spend an Action to recall a Consumable Infusion. If you do so, you regain the Infusion Points that were spent on the Infusion, and the Consumable Infusion is rendered inert.
    • Automaton Infusions are creatures that exist until your Infusion Points are reset, or until reduced to 0 hit points. It takes 10 minutes to create an Automaton. You cannot recall Automaton Infusions. When created, an Automaton Infusion is synced to one creature. On the synced creature's turn, the Automaton can move up to its walking speed. In addition, if the automaton has any actions listed, the synced creature can spend an action of the appropriate type to have the Automaton take that action. If the Automaton makes an attack roll, it uses your Infusion Attack Bonus. If the Automaton uses an ability that calls for a saving throw, it uses your Infusion Save DC. A creature can only have one Automaton synced to it at any given time, and an Automaton can only be synced to one creature. You can spend 1 minute changing the creature the Automaton is synced to. All Automatons have damage immunities to poison and psychic damage, and condition immunities to the charmed, exhausted, frightened, petrified, and poisoned conditions.

    Whenever an Infusion calls for a saving throw, the Infusion Save DC is equal to 8 + your Intelligence modifier + your proficiency bonus. Whenever an Infusion calls for an attack roll, your Infusion Attack Bonus is equal to your Intelligence modifier + your proficiency bonus.

    Static bonuses from magic items and Infusions don't stack. For example, if you spend 6 points on Magic Weapon on Dagger of Venom, the wielder of the dagger would only have a +3 bonus to attack and damage rolls, not a +4 bonus. On the other hand, since the 2d10 poison damage is not a static value, it will stack with the +3 bonus to damage granted by Magic Weapon.

    At 1st level, you know three Infusions. You learn an additional infusion every Artificer level. You cannot learn an Infusion that requires more Infusion Points to use than your Infusion Maximum.


    Field of Study
    At 1st level, you gain a feature from your Field of Study. You gain additional features at 6th, 11th, 14th, and 18th level.

    Consumable Proficiency
    You are considered proficient in any attack roll required by your Consumables. In addition, you may throw your Consumables twice as far.

    Artificer's Expertise
    At 2nd level, choose two of your skill proficiencies based on Intelligence, one skill based on Intelligence and one tool proficiency, or two tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiences.

    Identify
    At 3rd level, you develop your ability to trace the dweomer of magic items. You can cast Identify at-will.

    Dweomer Recovery
    At 5th level, during a short rest, you regain 1 Infusion Point.
    This increases by 1 at 9th level (2), 13th level (3), and 17th level (4).

    Detect Magic
    At 7th level, your ability to detect the flow of magic improves. You are considered to always be under the effect of Detect Magic.

    Artificer Attunement
    At 10th level, you can attune yourself to four magic items that require attunement, instead of three.

    Dweomer Master
    At 15th level, you have advantage on saving throws against spells and other magic effects.

    Dweomer Recovery
    At 20th level, whenever you succeed on a saving throw against a spell or magic effect, you regain 1 Infusion Point.
    Last edited by Rawrawrawr; 2015-05-08 at 03:29 PM.

  2. - Top - End - #2
    Halfling in the Playground
     
    Daemon

    Join Date
    Sep 2014

    Default Re: 5e Artificer (PEACH)

    Fields of Study



    Alchemist


    Alchemist's Knowledge
    You learn the Acid and Potion of Healing Infusions.
    At 5th level, you learn Smokestick and Walking Death Infusions.
    At 9th level, you learn Flashbang Infusion.
    At 13th level, you learn Potion of Vitality Infusion.
    At 17th level, you learn Bottled Storm Infusion.

    Quick and Unstable Consumables
    Choose two of the following Infusions that you know: Acid, Alchemist's Fire, Alchemist's Frost, or Thunderstone. You can create the selected Consumables by spending a bonus action. Consumables created as a bonus action degrade into uselessness at the end of your turn. If the cost of an Infusion created this way less than half your Infusion Maximum, you don't spend any Infusion Points.
    At 6th level, you add an additional Consumable from the list.
    At 12th level, you add Alchemist's Acid, Greasebomb, Smokebomb, and Tanglefoot Bag to the list, and add an additional Consumable from the list.
    At 18th level, you add an additional Consumable from the list.

    Combine Consumables
    At 6th level, when you create a Consumable, you can create a single Consumable out of the effects of two Consumables. If both Consumables require a ranged attack, you resolve the Consumable with a single attack roll.
    For example, if you spend 3 points, you can spend 2 points on an Acid effect, and 1 point on an Alchemist's Fire effect. On a hit, this Consumable would deal 4d6 + 2 acid damage, and cause the target to begin taking 1d4 fire damage at the start of each of its turns.

    Enhanced Consumables
    At 11th level, the dice used by your Consumables increases by 1 size (d4 increases to d6, d6 increases to d8, d8 increases to d10, d10 increases to d12, and d12 increases to 2d6).

    Healing Infusion
    At 14th level, whenever you create a potion, you can also infuse it with one of the following effects:
    • Curative Admixture: The character that drinks the potion heals 5 hit points per Infusion Point spent on the potion.
    • Resistive Formula: The character that drinks the potion gains resistance to acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage for 1 minute.
    • Shielding Elixier: The character that drinks the potion gains 10 temporary hit points per Infusion Point spent on the potion.

    Doubled Output
    At 18th level, when you spend points to create a consumable, you create two of that consumable.



    Arcane Engineer


    Arcane Knowledge
    You learn two cantrips and two 1st-level spells of your choice from the Wizard spell list.
    You learn an additional spell at every odd level taken in the Artificer class. The spell you learn cannot be a higher level than 1st level. Your spellcasting ability is Intelligence.
    At 5th level, you can learn 2nd level spells.
    At 9th level, you can learn 3rd level spells.
    At 13th level, you can learn 4th level spells.
    At 17th level, you can learn 5th level spells.
    You can cast a spell as a ritual if you know the spell and it has a ritual tag.

    Scroll Crafter
    You can create a scroll of a spell you know by spending a number of Infusion Points equal to the spell's level. You can't create a scroll with a spell of higher level than you know. Scroll creation rules follow the same rules as crafting Consumables.

    Arcane Implement
    At 6th level, you craft an implement. This implement can be a an orb, a staff, a tome, or a wand. You can cast any spell you know through your implement by expending a number of Infusion Points equal to the spell level. You can't spend more points than your maximum level of spell known.
    You also learn an additional cantrip.

    Implement Expertise
    At 11th level, spells cast through your implement gain a +1 bonus to attack rolls, saving throw DC's, and damage rolls.

    Implement Mastery
    At 14th level, your implement adds certain bonuses to spells cast through it, depending on the type of implement you've crafted.
    • Orb of Imposition: You have advantage on Constitution saving throws made to maintain Concentration on a spell cast from your Orb of Imposition.
    • Staff of Defense: When you cast a spell out of your Staff of Defense, choose one creature you can see. That creature has disadvantage on attack rolls made against you for 1 round.
    • Tome of Readiness: You can learn an additional spell.
    • Wand of Accuracy: You add 1d4 to the attack rolls of spells cast out of this implement.

    Improved Implement Expertise
    At 18th level, the bonus granted by your Implement Expertise feature improves to +2.



    Battle Engineer


    Battle Engineer's Knowledge
    You learn the Magic Armor and Magic Weapon Infusions.
    At 5th level, you learn Elemental Resistance and Vengeance Weapon Infusions.
    At 9th level, you learn Protective Armor Infusion.
    At 13th level, you learn Quickened Weapon Infusion.
    At 17th level, you learn Antimagic Armor Infusion.

    Arcane Rejuvenation
    You can expend a number of Infusion Points up to your proficiency bonus as an action. You gain temporary hit points equal 5 * the number of Infusion Points spent.

    Battle Engineer Proficiencies
    You gain proficiency with martial weapons and heavy armor.

    Extra Attack
    At 6th level, when you take the Attack action, you make two attacks instead of one.

    Battle Engineer Enchantment
    You may invest up to 2 Infusion Points in a special Infusion slot. The Infusion must be one that affects a weapon, armor, or piece of clothing. Any item you make use of that can be affected by the Infusion is affected.
    For example, an 11th level Battle Engineer can infuse a greatsword with Bleeding Weapon, and the Battle Engineer slot with Elemental Weapon. Any weapon wielded by the Battle Engineer is affected by Elemental Weapon, and the greatsword is affected by both Bleeding Weapon and Elemental Weapon.
    You may invest up to 3 Infusion Points at 17th level.

    Mass Enchantment
    At 14th level, all allies within 60 feet of you gain the benefit of the special Infustion granted to you by your Battle Engineer Enchantment feature.

    Arcane Army
    At 18th level, allies within 150 feet of you may attune themselves to a fourth magic item. This magic item must be a weapon or armor. If your allies are not within 150 feet of you, they cease to gain the benefits of being attuned with that item.



    Clockwork Engineer


    Clockwork Engineer's Infusions
    You learn the Arbalester and Flesh Golem Infusions.
    At 5th level, you learn the Clay Golem and Dancing Shield Infusions.
    At 9th level, you learn Helmed Horror Infusion.
    At 13th level, you learn Stone Golem Infusion.
    At 17th level, you learn Iron Golem Infusion.

    Clockwork Companion
    When an Automaton Infusion created by you and synced to you is reduced to 0 hit points, it is rendered inert instead of destroyed. You can spend an action and a hit die to restore the Automaton to half its maximum hit points. Alternatively, you can spend 1 minute and a hit die repairing the Automaton to restore it to its maximum hit points.

    Infuse Automaton
    At 6th level, you can infuse an Automaton with any infusion that targets a weapon or armor. The Automaton's attacks can gain a benefits from a weapon infusion, and the Automaton always gains the benefit from the armor infusion. You still cannot exceed your Infusion Maximum on the total number of points invested in your Automaton.

    Doublesync
    At 11th level, you can sync with two Automatons at one time.

    Ablative Automaton
    At 14th level, when you create an Automaton or restore it to its full hit points, that Automaton gains 20 temporary hit points. If you restore an Automaton to half its hit points, it gains 10 temporary hit points.

    Autonomy
    At 18th level, you gain one autonomous command per round. This can be used to give an Automaton an Action, Bonus Action, or Reaction command without expending that action.
    Last edited by Rawrawrawr; 2015-05-07 at 12:11 PM.

  3. - Top - End - #3
    Halfling in the Playground
     
    Daemon

    Join Date
    Sep 2014

    Default Re: 5e Artificer (PEACH)

    Infusions, Part 1


    1-Point Infusions
    Spoiler
    Show

    Ablative Armor
    1 infusion point, charge
    This armor has 1 charge. When the wearer of this armor would take bludgeoning, piercing, or slashing damage, the wearer can expend a charge to gain resistance to that attack. Doing so expends 1 infusion point.
    For every extra infusion point you spend, this armor gains an additional charge.

    Acid
    1 infusion point, consumable
    As an action, a character can throw the vial of acid up to 20 feet. Make a ranged attack against the target, treating the vial as an improvised weapon. On a hit, the target takes 2d6 acid damage.
    For every extra infusion point you spend, the acid deals an extra 2d6 + 2 damage.

    Alchemical Metal
    1 infusion point, constant
    This weapon gains the properties of a metal of your choice, such as cold iron or silver.

    Alchemist's Fire
    1 infusion point, consumable
    As an action, a character can throw the vial of alchemist's fire up to 20 feet. Make a ranged attack against the target, treating the vial as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a Dexterity saving throw to extinguish the flames.
    For every extra infusion point you spend, the fire deals an extra 1d4 damage.

    Alchemist's Frost
    1 infusion point, consumable
    As an action, a character can throw the vial of alchemist's fire up to 20 feet. Make a ranged attack against the target, treating the vial as an improvised weapon. On a hit, the target takes 1d10 cold damage, and has its speed reduced by 10 feet for 1 round.
    For every extra infusion point you spend, the alchemist's frost deals and extra 1d10 + 2 cold damage, and reduces the target's speed by 5 more feet.

    Animated Armor
    1 infusion point, automaton
    The Animated Armor is a medium construct, has hit points equal to 4 * your level, an AC of 10 + your Intelligence modifier + your proficiency bonus, and a walking speed of 30 feet. The Animated Armor has 10 in all ability scores.
    Action: The Animated Armor makes a melee attack roll against a creature within 5 feet. On a hit, the attack deals 1d8 + 2 bludgeoning damage.
    For every two extra infusion points you spend, the Animated Armor makes an additional attack on its action command.

    Animated Chains
    1 infusion point, automaton
    The Animated Chain is a medium construct, has hit points equal to 4 * your level HP, an AC of 10 + your Intelligence modifier + your proficiency bonus, and a walking speed of 30 feet. The Animated Chain has 10 in all ability scores.
    Action: The Animated Chain makes a melee attack roll against a creature within 5 feet. On a hit, the attack deals 1d6 bludgeoning damage, and the target is grappled and restrained. The Animated Chains can grapple a creature of any size. The escape DC of the grapple is your infusion saving throw DC.
    If you spend 2 extra infusion points, you may add a set of manacles. Creatures grappled by the Animated Chains have disadvantage on ability checks made to escape.

    Aquatic Helm
    1 infusion point, constant
    You enchant one helm or other piece of headgear. The wearer of that headgear can breathe underwater.

    Arbalester
    1 infusion point, automaton
    The Arbalester is a small construct, has hit points equal to 4 * your level, an AC of 10 + your proficiency bonus, and a walking speed of 30 feet. An Arbalester has 10 in all ability scores.
    Action: The Arbalester makes a ranged attack roll against a creature within 60 feet. On a hit, the attack deals 1d6 + 2 piercing damage.
    For every two extra infusion points you spend, the Arbalester makes an additional attack on its action command.

    Armor of Celestial Splendor
    1 infusion point, constant
    Attack rolls against the wearer of this armor have disadvantage while the wearer of this armor is at full hit points.

    Belt of the Brawler
    1 infusion point, constant
    The wearer of this belt deals 1d6 bludgeoning damage with unarmed attacks.

    Boots of Speed
    1 infusion point, constant
    The wearer of these boots has his or her base walking speed increased by 10 feet.
    For every extra infusion point you spend, the bonus to speed is increased by 10 feet.

    Clockwork Steed
    1 infusion point, automaton
    The Clockwork Steed is a large construct, has hit points 2 * your level, and AC of 10 + your proficiency bonus, a walking speed of 40 feet. The Clockwork Steed has 10 in all ability scores.
    Action: The Clockwork Steed takes the Dash action.
    For every extra infusion point you spend, the Clockwork Steed's walking speed increases by 10 feet.

    Diamond Cincture
    1 infusion point, charge
    This belt has 1 charge. The wearer of this belt can expend 1 charge as a bonus action to spend 1 hit die. This expends 1 infusion point.
    For every extra infusion point you spend, the belt gains an additional charge.

    Forceshield Gauntlet
    1 infusion point, constant
    When the wearer of this gauntlet is not holding anything in his or her hand, this gauntlet projects a shield of force, giving the wearer a +2 bonus to AC.
    This bonus stacks with a bonus to AC from magic armor.

    Goggles of Night
    1 infusion point, constant
    A pair of glasses or similar clothing grants the wearer darkvision in a 60-foot-radius. If the wearer has darkvision, wearing the goggles increases its radius by 60 feet.

    Healer's Gloves
    1 infusion point, constant
    Whenever the wearer of these gloves casts a healing spell, the spell heals an additional 1d6 hit points.
    For every extra infusion point you spend, the number of extra hit points healed increases by 1d6.

    Hedge Wizard's Gloves
    1 infusion point, charge
    These gloves have 1 charge. The wearer of these gloves can expend 1 charge to gain the ability to cast Druidcraft, Prestidigitation, or Thaumaturgy for 1 minute. This expends 1 infusion point.
    For every extra infusion point you spend, the gloves gains an additional charge.

    Holy Water
    1 infusion point, consumable
    As an action, a character can throw the vial of Holy Water up to 20 feet. Make a ranged attack against the target, treating the vial as an improvised weapon. On a hit, the target takes 2d10 radiant damage if it is a fiend or undead. Otherwise, the Holy Water has no effect.
    For every extra infusion point you spend, the Holy Water deals an extra 2d10 + 2 damage.

    Light
    1 infusion point, constant
    The item shines with bright light for 20 feet, and dim light 20 feet beyond that. The wielder or wearer of the item may turn this ability on or off as a bonus action.

    Magic Weapon
    1 infusion point, constant
    Attack rolls and damage rolls made with this weapon are increased by 1.
    For every two extra infusion points you spend, the bonus increases by 1.

    Master's Wand of Chromatic Orb
    1 infusion point, charge
    This wand has 1 charge. The wielder of this wand can expend 1 charge to cast Chromatic Orb as a 1st-level spell, with a spell attack bonus equal to your infusion attack bonus. This expends 1 infusion point.
    When casting Chromatic Orb, the wielder of this wand can expend 1 charge to have Chromatic Orb deal half damage on a miss. This expends 1 infusion point.
    For every extra infusion point you spend, the wand gains an additional charge.

    Master's Wand of Cure Wounds
    1 infusion point, charge
    This wand has 1 charge. The wielder of this wand can expend 1 charge to cast Cure Wounds as a 1st-level spell, using your Intelligence modifier as his or her spellcasting ability modifier. This expends 1 infusion point.
    When casting Cure Wounds, the wielder of this wand can expend 1 charge and increase the casting time of Cure Wounds to 1 minute to treat all dice as having rolled the maximum amount. This expends 1 infusion point.
    For every extra infusion point you spend, the wand gains an additional charge.

    Master's Wand of Eldritch Blast
    1 infusion point, charge
    This wand has 1 charge. The wielder of this wand can expend 1 charge to cast the Eldritch Blast cantrip, with a spell attack roll bonus equal to your infusion attack roll bonus. This expends 1 infusion point.
    When casting Eldritch Blast, the wielder of this wand can expend 1 charge to fire an additional blast. This expends 1 infusion point.
    For every extra infusion point you spend, the wand gains an additional charge.

    Master's Wand of Guiding Bolt
    1 infusion point, charge
    This wand has 1 charge. The wielder of this wand can expend 1 charge to cast Guiding Bolt with a spell attack roll bonus equal to your infusion attack roll bonus. This expends 1 infusion point.
    When casting Guiding Bolt, the wielder of this wand can expend 1 charge. If the wielder does so, and if the spell hits, all attacks made against the target have advantage for 1 round. This expends 1 infusion point.
    For every extra infusion point you spend, the wand gains an additional charge.

    Master's Wand of Magic Missile
    1 infusion point, charge
    This wand has 1 charge. The wielder of this wand can expend 1 charge to cast Magic Missile as a 1st-level spell. This expends 1 infusion point.
    When casting Magic Missile, the wielder of this wand can expend 1 charge to treat Magic Missile as if it were cast from a spell slot 1 level higher. This expends 1 infusion point.
    For every extra infusion point you spend, the wand gains an additional charge.

    Master's Wand of Vicious Mockery
    1 infusion point, charge
    This wand has 1 charge. The wielder of this wand can expend 1 charge to cast the Vicious Mockery cantrip, with a saving throw DC equal to your infusion saving throw DC. This expends 1 infusion point.
    When casting Vicious Mockery, the wielder of this wand can expend 1 charge to cause the target to have disadvantage on the next Intelligence, Wisdom, or Charisma saving made before the start of his or her next turn. This expends 1 infusion point.
    For every extra infusion point you spend, the wand gains an additional charge.

    Orb of Ectoplasmic Disruption
    1 infusion point, charge
    This orb has 1 charge. When casting a spell, the wielder of this orb can expend 1 charge to have the spell ignore the resistances of one creature with the incorporeal movement feature. This expends 1 infusion point.
    For every extra infusion point you spend, the orb gains an additional charge.

    Poison
    1 infusion point, consumable
    A character can use the poison in this vial to coat one slashing or piercing weapon, or a single piece of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a Constitution saving throw or take 1d10 poison damage.
    For every extra infusion point you spend, the poison deals an extra 1d10 + 2 damage.

    Potion Bandolier
    1 infusion point, constant
    A character wearing this belt can drink a potion as a bonus action.

    Potion of Bolstering
    1 infusion point, consumable
    A character that drinks a potion of bolstering gains 2d6 temporary hit points. Drinking or administering a potion takes an action.
    For every extra infusion point you spend, the potions adds an additional 2d6 + 3 temporary hit points.

    Potion of Enlarge/Reduce
    1 infusion point, consumable
    When you create this potion, choose the Enlarge or Reduce effect of the Enlarge/Reduce spell. A person that drinks this potion gains the effect of the spell for 1 round.
    If you spend two infusion points, the character gains the effect of the spell for 1 minute.
    If you spend three infusion points, the character gains the effect of the spell for 10 minutes.
    If you spend four infusion points, the character gains the effect of the spell for 1 hour.
    If you spend five infusion points, the character gains the effect of the spell for 8 hours.

    Potion of Flying
    1 infusion point, consumable
    When a character drinks this potion, it gives the character a flying speed equal to his or her normal speed for 1 round. If the potion wears off while the character is flying, the character must use his or her movement to descend. If the character fails to land before 1 minute passes, he or she falls.
    If you spend three infusion points, the character gains a flying speed for 1 minute.
    If you spend four infusion points, the character gains a flying speed for 10 minutes.
    If you spend five infusion points, the character gains a flying speed for 1 hour.
    If you spend six infusion points, the character gains a flying speed for 8 hours.

    Potion of Healing
    1 infusion point, consumable
    A character that drinks a potion of healing regains 2d4 hit points. Drinking or administering a potion takes an action.
    For every extra infusion point you spend, the potion heals an addtional 2d4 + 2 hit points.

    Potion of Regeneration
    1 infusion point, consumable
    When a character drinks this potion, that character regains 1 hit point at the start of every round for 1 minute.
    For every extra point you spend, the number of hit points gained at the start of every round increases by 2.

    Potion of Resilience
    1 infusion point, consumable
    When you create this potion, choose one ability score. A creature that drinks this potion has advantage on saving throws of that ability score for 1 minute.
    For every extra point you spend, choose an additional ability score. The creature that drinks this potion has advantage on saving throws of all chosen ability scores for 1 minute.

    Quickened Boots
    1 infusion point, charge
    These boots have 1 charge. As a bonus action, the wearer can spend a charge to move up to his or her walking speed. Doing so expends 1 point.
    For every extra infusion point you spend, the boots gain an additional charge.

    Reading Glasses
    1 infusion point, constant
    The wearer of these glasses or similar clothing can read any language.

    Returning Weapon
    1 infusion point, constant
    This infusion can only be used on a weapon with the thrown property. The weapon immediately flies back to the thrower's hand after making an attack.

    Spiked Armor
    1 infusion point, constant
    Any creature that starts its turn in a grapple with the wearer this armor takes 1d4 piercing damage.
    For every extra infusion point you spend, the damage increases by 1d4.

    Springheel Boots
    1 infusion point, constant
    A creature wearing these boots can jump twice the normal distance, though that creature can't jump farther than his or her remaining movement would allow.

    Thunderstone
    1 infusion point, consumable
    As an action, a character can throw the thunderstone up to 20 feet. Every creature within 5 feet of the thunderstone must make a Constitution saving throw, taking 1d8 thunder damage and being deafened for 1 minute on a failure.
    For every extra infusion point you spend, the thunderstone deals an extra 1d8 + 2 damage.

    Venomous Weapon
    1 infusion point, constant
    When first infused, and over the course of a short rest, this weapon generates its own venom. The first time the wielder of this weapon hits with an attack after it has been envenomed, the weapon deals an extra 1d6 poison damage.
    For every extra infusion point you spend, the poison damage dealt by this weapon increases by 1d6.

    Weedkiller
    1 infusion point, consumable
    As an action, a character can throw the vial of Weedkiller up to 20 feet. Make a ranged attack against the target, treating the vial as an improvised weapon. On a hit, the target takes 2d10 necrotic damage if it is a plant. Otherwise, the Weedkiller has no effect.
    For every extra infusion point you spend, the Weedkiller deals an extra 2d10 + 2 damage.

    Wildrunners
    1 infusion point, constant
    The wearer of these boots ignores difficult terrain caused by forests, overgrowth, and the like.




    2-Point Infusions
    Spoiler
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    Alchemist's Acid
    2 infusion points, consumable
    As an action, a character can throw the vial of alchemist's acid up to 20 feet. Make a ranged attack against the target, treating the vial as an improvised weapon. On a hit, the target takes 1d8 acid damage, and if the target is wearing metal armor, it takes a -1 penalty to AC. This effect can only be undone by having the armor fixed, which takes one day. This process can be shortened to one hour with access to appropriate materials whose value is equal to half the cost of the armor. If the penalty to AC reduces the armor's AC bonus to 10, the armor is destroyed. The Alchemists's Acid might have effects on other metal objects, as determined by your DM. Alchemist's acid cannot destroy magic armor.
    For every extra infusion point you spend, the acid deals an extra 1d8 + 1 damage. For every two extra points you spend, the AC penalty increases by 1.

    Aquatic Armor
    2 infusion points, constant
    The wearer of this armor can breathe underwater and has a swim speed equal to his or her base walking speed.

    Astral Boots
    2 infusion points, constant
    Whenever the wearer of these boots teleports, the distance teleported increases by 10 * the spell slot used. If no spell slot was used, the distance increases by 10 feet.

    Blurred Speed Armor
    2 infusion points, constant
    Attacks of opportunity made against the wearer of this armor have disadvantage.

    Boots of Water Walking
    2 infusion points, constant
    The wearer of these boots can stand and walk on any liquid surface as if it were solid ground.

    Candle of Shadows
    2 infusion points, constant
    Bright light within 30 feet of this candle is reduced to dim light. The holder of this candle can turn this effect on or off as a bonus action.

    Candle of Sunlight
    2 infusion points, constant
    The candle creates bright light within 30 feet. This light is considered sunlight, and so triggers Sunlight Sensitivity and similar effects. The holder of this candle can turn this effect on or off as a bonus action.

    Clockwork Bomb
    2 infusion points, automaton
    The Clockwork Bomb is a small construct, has hit points equal to 2 * your level, and AC of 10 + your proficiency bonus, a walking speed of 20 feet, and a climbing speed of 20 feet. The Clockwork Bomb has a 10 in all ability scores.
    Action: The Clockwork bomb detonates. All creatures within 10 feet of the bomb must make a Dexterity saving throw or take 1d8 fire and 1d8 thunder damage, halving the damage on a successful save. If the Clockwork Bomb is reduced to 0 hit points or takes fire damage, it uses this ability automatically.
    For every extra two infusion points you spend, the blast deals an extra 1d8 fire damage and an extra 1d8 thunder damage, and the radius of the blast increases by 10 feet.

    Cynic's Goggles
    2 infusion points, constant
    The wearer of these glasses or similar item has advantage on Intelligence (Investigation) checks made to discern illusions.

    Dancing Sword
    2 infusion points, automaton
    The Dancing Sword is as small construct, has hit points equal 2 * your level, an AC of 10 + Intelligence modifier + your proficiency bonus, and a flying speed of 30 feet. A Dancing Sword has 10 in all ability scores.
    Bonus action: The Dancing Sword makes a melee weapon attack roll against a creature within 5 feet. On a hit, the attack deals 1d6 + 3 slashing damage.

    Dimensionlock Weapon
    2 infusion points, constant
    A creature hit by this weapon can't teleport or change planes for 1 round.

    Earthbound Armor
    2 infusion points, constant
    When the wearer of this armor would be forced to moved, he or she can reduce that movement by up to 10 feet.
    For every extra two infusion points you spend, the wearer can reduce the movement by another 10 feet.

    Eladrin Boots
    2 infusion points, charge
    These boots have 1 charge. The wearer of these boots can expend the charge to cast Misty Step. Doing so expends 2 infusion points.
    For every extra two infusion points you spend, the boots gain an additional charge.

    Elemental Weapon
    2 infusion points, constant
    This weapon deals an extra 1d4 acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage.
    For every extra two infusion points you spend, the weapon deals an additional 1d4 damage of the selected type.

    Escaping Armor
    2 infusion points, charge
    This armor has 1 charge. When hit by an attack, the wearer of this armor can spend a reaction to expend a charge to teleport 30 feet. Doing so expends 2 infusion points.
    For every extra two infusion points you spend, this armor gains an additional charge.

    Flesh Golem
    2 infusion points, automaton
    The Flesh Golem is a medium construct, has hit points equal to 5 * your level, and AC of 10 + you Intelligence modifier + your proficiency bonus, and a walking speed of 30 feet. The Flesh Golem has 10 in all ability scores, and advantage on saving throws against spells and other magical effects.
    The Flesh Golem is immune to lightning damage, and gains 10 temporary hit points whenever it would take lightning damage.
    When the Flesh Golem takes fire damage, it has disadvantage on attack rolls for 1 round.
    Action: The Flesh Golem makes a melee attack roll against a creature within 5 feet. On a hit, the attack deals 1d10 + 4 bludgeoning damage.
    For every two extra infusion points you spend, the Flesh Golem makes an additional attack.

    Furtive Filcher
    2 infusion points, automaton
    The Furtive Filcher is a small construct, has hit points equal to 2 * your level, and AC of 10 + your proficiency bonus, and a walking speed of 40 feet. The Furitve Filcher has 10 in all ability scores.
    The Furtive Filcher adds twice your proficiency bonus on Dexterity (Sleight of Hand) and Dexterity (Stealth) checks, and has Darkvision out to 60 feet.
    Action: You can see and hear using the Furtive Filcher's senses.
    Bonus Action: The Furtive Filcher takes the Hide action.
    Bonus Action: The Furtive Filcher makes a Dexterity (Sleight of Hand) check.

    Glamoured Armor
    2 infusion points, constant
    The wearer of this armor can use a bonus action to make assume the appearance of a normal set of clothing or some other kind of armor. The wearer decides what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The wearer can end this effect as a bonus action.

    Greasebomb
    2 infusion points, consumable
    As an action, a character can throw the vial of greasebomb up to 60 feet. This spreads grease within 10 feet for 1 minute. This grease is difficult terrain. Any creature that starts its turn standing on the grease, or that attempts to walk over it, must make Dexterity saving throw. Any creature that fails falls prone. In addition, any creature within 10 feet of the greasebomb when it goes off must succeed on a Dexterity saving throw or have any items its carrying slip out of its hands, and has advantage on ability checks made to escape grabs for 1 minute.

    Living Ball Bearing Swarm
    2 infusion points, automaton
    The Living Caltrop Swarm is as large construct, has hit points equal to 4 * your level, an AC of 10 + your Intelligence modifier + your proficiency bonus, and a walking speed of 30 feet. A Living Ball Bearing Swarm has 10 in all ability scores.
    The Living Ball Bearing Swarm can occupy another creature's space and vice versa, and the swarm can move through any open space that is at least 1 inch wide.
    The Living Ball Bearing Swarm has resistance to bludgeoning, piercing, and slashing damage.
    Any creature that enters the Living Ball Bearing Swarm or starts its turn there must make a Dexterity saving throw or fall prone.

    Lucky Weapon
    2 infusion points, charge
    This weapon has 1 charge. The wielder of the weapon can expend the charge to reroll an attack roll. This expends 2 infusion points.
    For every extra two infusion points you spend, the weapon gains an extra charge.

    Magic Armor
    2 infusion points, constant
    The wearer of this armor gains a +1 bonus to AC
    For every two extra infusion points you spend, the bonus increases by 1.

    Persistent Harrier
    2 infusion points, automaton
    The Persistent Harrier is a medium construct, has hit points equal to 4 * your level, an AC of 10 + your Intelligence modifier + your proficiency bonus, and a walking speed of 40 feet. A Persistent Harrier has a Dexterity score equal to your Intelligence score, and proficiency in Dexterity (Stealth) checks. All of a Persistent Harrier's ability scores are 10.
    A synced creature has advantage on attack rolls against creatures within 5 feet of the Persistent Harrier.
    Bonus Action: The Persistent Harrier takes the Hide action.

    Potion of Invisibility
    2 infusion points, consumable
    When a character drinks this potion, it makes that character becomes invisible for 1 round. While the character is invisible, anything the character is carrying or wearing is invisible as long as it remains in contact with the character. The effect ends early if the character attacks or casts a spell.
    If you spend three infusion points, the character becomes invisible for 1 minute.
    If you spend four infusion points, the character becomes invisible for 10 minutes.
    If you spend five infusion points, the character becomes invisible for 1 hour.
    If you spend six infusion points, the character becomes invisible for 8 hours.

    Runestaff
    2 infusion points, constant
    The runestaff can be infused with one 1st level spell that you currently have access to (for example, via a scroll or wizard's spellbook). Any creature carrying the runestaff can cast that spell as if it had that spell known and prepared.
    For every extra infusion point you spend, the level of the spell the runestaff can be infused with increases by 1.

    Smokebomb
    2 infusion points, consumable
    As an action, a character can throw a smokebomb up to 60 feet. The smokebomb releases a cloud of smoke that heavily obscures everything within 15 feet of the smokebomb for 1 minute. This smoke can be dispersed by a strong wind.

    Staff of Ruin
    2 infusion points, charge
    This staff has 1 charge. When the wielder of this staff casts the Hex spell, he or she can expend 1 charge to increase the damage of Hex to 1d8. This expends 2 infusion points.
    For every extra two infusion points you spend, the staff gains an additional charge.

    Staff of Winter Winds
    2 infusion points, charge
    This staff has 1 charge. When the wielder of this staff casts a spell that deals cold damage, any target of the spell gets hit or fails its saving throw is pushed 10 feet in any direction. This expends 2 infusion points.
    For every extra two infusion points you spend, the staff gains an additional charge.

    Tanglefoot Bag
    2 infusion points, consumable
    As an action, a character can throw the tanglefoot bag up to 20 feet. Make a ranged attack against the target, treating the bag as an improvised weapon. On a hit, if the target is touching the ground, target's speed becomes 0, and it can't benefit from any bonus to its speed, for 1 minute. If the target is flying with wings, it must make a Dexterity saving throw or fall. Once it hits the ground, it is affected as a creature touching the ground.
    On its round, the target can spend its action to make Strength saving throw. If successful, the creature is no longer affected.

    Thrown Weapon
    2 infusion points, constant
    The weapon gains the thrown property with a normal range of 20 feet and a long range of 60 feet. The weapon immediately flies back to the thrower's hand after making an attack.

    Thundering Armor
    2 infusion points, charge
    This armor has 1 charge. When the wearer of this armor is hit by an attack, he or she can spend her reaction to expend the charge. Doing so causes the armor to cast Thunderwave, with a saving throw DC equal to your infusion saving throw DC. This expends 2 infusion points.
    For every two extra infusion points you spend, the armor gains an additional charge.

    Universal Antidote
    2 infusion points, consumable
    When a character drinks this potion, it cures any disease or poison affecting that character.

    Warlord's Weapon
    2 infusion points
    When the wielder of this weapon hits with an attack, the next attack against the target before the end of the round has advantage.




    3-Point Infusions
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    Angelic Weapon
    3 infusion points, charge
    This weapon deals an extra 1d6 radiant damage.
    In addition, this weapon has 3 charges. When the wielder hits with an attack, the wielder can expend a charge to allow one ally within 30 feet of the wielder to regain hit points equal to the extra radiant damage dealt. Doing so expends 1 infusion point.
    As an action, the wielder of this weapon can touch it to another creature and expend 3 charges to remove the effect of a single disease or poison from that creature.
    For every extra point you spend, the weapon gains an additional charge. If you spend six infusion points, the weapon deals an extra 1d6 radiant damage.


    Berserker Weapon
    3 infusion points, constant
    The wielder of this weapon does not provoke opportunity attacks if he or she is moving towards an enemy.

    Camouflaged Armor
    3 infusion points, constant
    The wearer of this armor has advantage on Dexterity (Stealth) checks.

    Clay Golem
    3 infusion points, automaton
    The Clay Golem is a medium construct, has hit points equal to 5 * your level, and AC of 10 + you Intelligence modifier + your proficiency bonus, and a walking speed of 30 feet. The Clay Golem has 10 in all ability scores, and advantage on saving throws against spells and other magical effects.
    Action: The Clay Golem makes a melee attack roll against a creature within 5 feet. On a hit, the attack deals 2d6 + 5 bludgeoning damage.
    Action: Until the end of your next turn, the Clay Golem has a +2 bonus to AC and Dexterity saving throws, and you can have the Clay Golem make its melee attack as a bonus action. Once you use this action, you must complete a short rest before you can use it again.

    Dancing Shield
    3 infusion points, automaton
    The Dancing Shield is a small construct, has hit points equal to 4 * your level, an AC of 10 + your Intelligence modifier + your proficiency bonus, and a walking speed of 30 feet. An Dancing Shield has 12 in all ability scores and adds your proficiency bonus to all saving throws.
    When synced to a creature, attack rolls against that creature have disadvantage while the Dancing Shield is within 5 feet of it.
    Reaction: When an attack targets a creature synced to the Dancing Shield while the Dancing Shield is within 5 feet of the synced creature, the Dancing Shield becomes the target of the attack.

    Electrified Armor
    3 infusion points, constant
    Any creature that touches the wearer of this armor, or hits the wearer with a melee attack using a metal weapon, takes 1d6 lightning damage.
    For every extra three infusion points you spend, the damage increases by 1d6.

    Elemental Resistance
    3 infusion points, constant
    The wearer of the armor gains resistance to acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage.

    Entropic Weapon
    3 infusion points, charge
    This weapon has 1 charge. When the wielder hits with an attack with this weapon, the wielder may expend 1 charge to give the target disadvantage on all saving throws for 1 round. Doing so expends 3 infusion points.
    For every extra three infusion points you spend, this weapon gains an additional charge.

    Feyslaughter Weapon
    3 infusion points, constant
    This weapon is treated as being made of cold iron. Whenever this weapon deals damage to a Fey creature, the target must succeed on a Charisma saving throw or lose the ability to use a spellcasting for 1 round.

    Forceful Weapon
    3 infusion points, charge
    This weapon deals an extra 1d6 force damage.
    In addition, this weapon has 3 charges. When the wielder hits with an attack, the wielder can expend a charge to force the creature hit must make a Strength saving throw. If the target fails, it is push 10 feet and knocked prone. Doing so expends 1 infusion point.
    For every extra point you spend, the weapon gains an additional charge. If you spend six infusion points, the weapon deals an extra 1d6 force damage.

    Freestride Boots
    3 infusion points, constant
    The wearer of these boots ignores difficult terrain.

    Iron Cobra
    3 infusion points, automaton
    The Iron Cobra is a medium construct, has hit points equal to 4 * your level, an AC of 10 + your proficiency bonus, and a walking speed of 40 feet. An Iron Cobra has 10 in all ability scores.
    An Iron Cobra adds your proficiency bonus to Dexterity (Stealth) checks, doesn't provoke attacks of opportunity, and has Darkvision out to 60 feet.
    Action: You can see and hear through the Iron Cobra's senses.
    Bonus Action: The Iron Cobra takes the Hide action.
    Bonus Action: The Iron Cobra makes a melee attack roll against a creature within 5 feet. On a hit, the attack deals 1d6 + 2 piercing damage. An Iron Cobra has a special cavity in its body that can be filled with one does of poison. If that cavity is filled, then the Iron Cobra can use that poison on a creature it hits with this attack.

    Lifesaver Armor
    3 infusion points, charge
    This armor has 1 charge. When the wearer is reduced to 0 hit points, he or she can expend the charge to immediately spend a hit die. Doing so expends 3 infusion points.
    For every extra three infusion points you spend, the armor gains an additional charge.

    Living Caltrop Swarm
    3 infusion points, automaton
    The Living Caltrop Swarm is as large construct, has hit points equal to 4 * your level, an AC of 10 + your Intelligence modifier + your proficiency bonus, and a walking speed of 30 feet. A Living Caltrop Swarm has 10 in all ability scores.
    The Living Caltrop Swarm can occupy another creature's space and vice versa, and the swarm can move through any open space that is at least 1 inch wide.
    The Living Caltrop Swarm has resistance to bludgeoning, piercing, and slashing damage.
    Any creature that enters the Living Caltrop Swarm or starts its turn there takes 1d4 piercing damage and has its speed reduced by 10 feet for 1 round. A creature can only be affected by this once per round.
    Action: The Living Caltrop Swarm makes a melee attack roll against a creature within its space. On a hit, the attack deals 2d4 piercing damage.

    Lucky Armor
    3 infusion points, charge
    This armor has 1 charge. The wearer of this armor can expend a charge to reroll a saving throw. This expends 3 infusion points.
    For every three extra infusion points you spend, the armor gains an extra charge.

    Master's Wand of Fireball
    3 infusion points, charge
    This wand has 3 charges. The wielder of this wand can expend 3 charges to cast Fireball as a 3rd-level spell, with a saving throw DC equal to your infusion saving throw DC. This expends 3 infusion points.
    When casting Fireball, the wielder of this wand can expend 1 charge to deal an additional 2d6 fire damage to a creature in the center of the fireball. This expends 1 infusion point.
    For every extra infusion point you spend, the wand gains an additional charge.

    Orb of Fortune's Ire
    3 infusion points, charge
    This orb has 1 charge. When casting an spell, the wielder of this orb can expend one charge to force one target of the spell to reroll its saving throw. This expends 3 infusion points.
    For every extra three infusion points, you spend, the orb gains an additional charge.

    Orb of Insidious Deception
    3 infusion points, charge
    This orb has 1 charge. When casting an illusion spell, the wielder of this orb can expend one charge. If the wielder does so, truesight does not pierce the illusion. This expends 3 infusion points.
    For every extra three infusion points, you spend, the orb gains an additional charge.

    Smokestick
    3 infusion points, consumable
    As an action, a character can throw a smokestick up to 60 feet. The smokestick releases a cloud of smoke that heavily obscures everything within 20 feet of the smokestick for 1 minute. This smoke can be dispersed by a strong wind.
    Alternatively, the smokestick can be attached to piece of ammunition. If it is, then the smokestick goes off when the piece of ammunition is fired, and the cloud of smoke is centered on the target.

    Spider Gloves
    3 infusion points, constant
    While you have your hands free, you can move up, down, and across vertical surfaces and upside down along ceilings with a climbing speed equal to your walking speed.

    Spiritward Weapon
    3 infusion points, constant
    Damage from this weapon ignores the resistances and immunities of Celestial, Fiend, and Fey creatures, and Undead with the Incorporeal Movement feature. When you hit one of those creatures, you may push that creature 10 feet away from you.

    Staff of Everburning Fire
    3 infusion points, charge
    This staff has 1 charge. When the wielder of this staff casts a spell that deals fire damage, any target of the spell gets hit or fails its saving throw takes 1d6 fire damage at the start of each of its turns for 1 minute. A creature can end this damage by using its action to make a Dexterity saving throw to extinguish the flames. This expends 3 infusion points.
    For every extra three infusion points you spend, the staff gains an additional charge.

    Stormbow
    3 infusion points, constant
    This infusion can only be used on a ranged weapon that requires ammunition.
    This weapon can be fired without ammunition, firing bolts of lightning instead. When this happens, all damage that would have been done by the weapon is lightning damage, and the target and each creature within 5 feet of the target takes 1d4 thunder damage.
    For every extra three infusion points you spend, the thunder damage is increased by 1d4.

    Vampiric Weapon
    3 infusion points, charge
    This weapon deals an extra 1d6 necrotic damage.
    In addition, this weapon has 3 charges. When the wielder hits with an attack, the wielder can expend a charge to gain temporary hit points equal to twice the extra necrotic damage dealt. Doing so expends 1 infusion point.
    For every extra infusion point you spend, the weapon gains an additional charge. If you spend six infusion points, the weapon deals an extra 1d6 necrotic damage.

    Vengeance Weapon
    3 infusion points, constant
    Attack rolls made with this weapon have advantage against the last creature to damage the wielder.

    Walking Death
    3 infusion points, consumable
    A character can use the poison in this vial to coat one slashing or piercing weapon, or a single piece of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a Constitution saving throw at the start of each of its turns for 1 minute. On a failure, the creature takes 8d6 necrotic damage and the effect ends.
    For every infusion extra point you spend, the damage increases by 3d6.
    Last edited by Rawrawrawr; 2015-05-08 at 05:22 PM.

  4. - Top - End - #4
    Halfling in the Playground
     
    Daemon

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    Default Re: 5e Artificer (PEACH)

    Infusions, Part 2


    4-Point Infusions
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    Aegis Armor
    4 infusion points, constant
    Attacks made against friendly creatures within 5 feet of the wearer of this armor have disadvantage.

    Armor of Distortion
    4 infusion points, constant
    Attack rolls made against the wearer from more than 30 feet away have disadvantage.

    Bleeding Weapon
    4 infusion points, constant
    This infusion can only be applied to weapons that deal piercing or slashing damage. A living creature hit by this weapon must make a Constitution saving throw or take 1d6 necrotic damage at the start of every turn for 1 minute. The creature can repeat the saving throw at the end of every turn, ending the effect on a successful save. A creature can also make a Wisdom (Medicine) check as an action a DC equal to the save DC, ending the effect on a success.

    Carrion Crawler Toxin
    4 infusion points, consumable
    A character can use the poison in this vial to coat one weapon, or a single piece of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon must make a Constitution saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.

    Courageous Armor
    4 infusion points, constant
    The wearer of this armor is immune to the frightened condition.

    Earthbinding Weapon
    4 infusion points, constant
    A flying creature hit with this weapon must make a Strength saving throw or fall.

    Essence of Green Slime
    4 infusion points, consumable
    As an action, a character can throw the vial of essence of green slime up to 60 feet. Make a ranged attack against the target, treating the vial as an improvised weapon. On a hit, the target takes 2d10 acid damage at the start of each of its turns and has disadvantage on Strength and Constitution saving throws for 1 minute. A creature can end this damage by using its action to make a Dexterity saving throw to clear off the essence of green slime.
    For every extra infusion point you spend, the essence deals an extra 1d10 damage.

    Flashbang
    4 infusion points, consumable
    As an action, a character can throw the flashbang up to 60 feet. Creatures within 15 feet of the flashbang must make a Constitution saving throw or be blinded and deafened for 1 minute. Creatures with sunlight sensitivity or weakness have disadvantage on this save. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

    Helm of the Wild Hunt
    4 infusion points, constant
    This helm or similar piece of clothing grows antlers.
    As an action, the wearer of this helm can make a Strength-based melee weapon attack with these antlers, dealing 1d6 piercing damage on a hit.
    If the wearer of this helm casts the Hunter's Mark spell, the wearer always knows the direction to his or her quarry, and the extra damage dealt increases to 1d8. In addition, if the wearer of this helm can teleport to within 5 feet of the quarry as an action if he or she is within 60 feet of the quarry.

    Helmed Horror
    4 infusion points, automaton
    The Helmed Horror is a medium construct, has hit points equal to 5 * your level, an AC of 10 + your Intelligence modifier + your proficiency bonus, and a walking speed of 30 feet. An Helmed Horror has 10 in all ability scores and adds your proficiency bonus to all saving throws.
    Bonus Action: The Helmed Horror makes a melee attack roll against a creature within 5 feet. On a hit, the attack deals 2d6 + 4 slashing damage.
    Reaction: When a creature within 5 feet of the Helmed Horror moves farther than 5 feet from the Helmed Horror, it makes a melee attack roll against that creature. On a hit, the attack deals 2d6 + 4 slashing damage.

    Iron Defender
    4 infusion points, automaton
    The Iron Defender is a medium construct, has hit points equal to 4 * your level, an AC of 10 + your Intelligence modifier + your proficiency bonus, and a walking speed of 30 feet. An Iron Defender has 12 in all ability scores and adds your proficiency bonus to all saving throws.
    Reaction: When a creature within 5 feet of the Iron Defender attacks the synced creature, the Iron Defender makes a melee attack roll. On a hit, the Iron Defender deals 1d10 + 4 piercing damage.

    Liquid Void
    4 infusion points, consumable
    As an action, a character can throw a vial of liquid void up to 60 feet. The liquid void releases a burst of magical darkness that extends 20 feet out from where the vial fell. The magical darkness lasts for 1 minute. Creatures that enter the void or start their turn their take 1d8 cold and 1d8 necrotic damage.

    Living Arrow Swarm
    4 infusion points, automaton
    The Living Arrow Swarm is as large construct, and has hit points equal to 4 * your level, an AC of 10 + your Intelligence modifier + your proficiency bonus, and a walking speed of 30 feet. A Living Arrow Swarm has a 10 in all ability scores.
    The Living Arrow Swarm can occupy another creature's space and vice versa, and the swarm can move through any open space that is at least 1 inch wide.
    The Living Arrow Swarm has resistance to bludgeoning, piercing, and slashing damage.
    Any creature that enters the Living Arrow Swarm or starts its turn there takes 1d8 piercing damage. A creature can only be affected by this once per round.
    Action: The Living Arrow Swarm makes a melee attack roll against a creature within its space. On a hit, the attack deals 2d8 piercing damage.

    Potion of Etherealness
    4 infusion points, consumable
    When a character drinks this potion, the character gains the effect of the etherealness spell for 1 minute or until the character ends the effect as an action.
    If you spend five infusion points, the character gains the effect of the etherealness spell for 10 minutes.
    If you spend six infusion points, the character gains the effect of the etherealness spell for 1 hour.

    Potion of Invulnerability
    4 infusion points, consumable
    When a character drinks this potion, that character gains resistance to all damage for 1 minute.

    Protective Armor
    4 infusion points, constant
    The wearer of this armor gains a +1 bonus to AC and all saving throws.

    Shield Guardian
    4 infusion points, automaton
    The Shield Guardian is a medium construct, has hit points equal to 6 * your level, an AC of 10 + your Intelligence modifier + your proficiency bonus, and a walking speed of 30 feet. An Shield Guardian has 12 in all ability scores and adds your proficiency bonus to all saving throws.
    When synced to a creature, attack rolls against that creature have disadvantage while the Shield Guardian is within 5 feet of it.
    Action: The Shield Guardian makes a melee attack roll against a creature within 5 feet. On a hit, the attack deals 2d8 + 3 bludgeoning damage.
    Reaction: When an attack targets a creature synced to the Shield Guardian while the Shield Guardian is within 5 feet of the synced creature, the Shield Guardian becomes the target of the attack.




    5-Point Infusions
    Spoiler
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    Aboleth Slime
    5 infusion points, consumable
    A character can use the slime in this vial to coat one weapon, or a single piece of ammunition. Applying the slime takes an action. Alternatively, a character can throw a vial of slime up to 30 feet, treating the vial as an improvised ranged weapon. A creature hit by the vial or, a weapon or ammunition coated in the slime, must succeed on a Constitution saving throw or become diseased for 8 hours. A diseased creature can't regain hit points outside of water, and takes 1d12 acid damage for every 10 minutes it remains outside of water, unless moisture is applied to its skin. A diseased creature also has disadvantage on saving throws against being charmed. This disease can only be cured by Heal or another disease-curing spell of 6th level or higher.

    Antipathy Armor
    5 infusion points, constant
    All space within 10 feet of the wearer is difficult terrain for hostile creatures.

    Boots of Infinite Stride
    5 infusion points, charge
    These boots have 1 charge. The wearer can teleport to one spot he or she can see. Doing so expends the charge and 5 infusion points.

    Bottled Sunshine
    5 infusion points, consumable
    As an action, a character can throw a vial of bottled sunshine up to 120 feet. The liquid void releases a burst of magical light that extends 30 feet out from where the vial fell. Creatures in the light must succeed on a Constitution saving throw or take 8d8 radiant damage, and be blinded for 1 minute. Undead creatures are also turned for the duration. Creatures with sunlight sensitivity or weakness have disadvantage on this saving throw. A creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.

    Darkstalker Armor
    5 infusion points, constant
    While in darkness, the wearer of this armor is invisible and cannot be detected by blindsight or tremorsense.
    If you spend six infusion points, the wearer of this armor gains these benefits in darkness and dim light.

    Gravedust Poison
    5 infusion points, consumable
    A character can use the poison in this vial to coat one slashing or piercing weapon, or a single piece of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must succeed on a Constitution saving throw or be affected by the poison for 1 minute. An affected creature has disadvantage on Strength attacks, ability checks, and saving throws, and must succeed on a Constitution saving throw at the start of each of its turns or take 3d8 necrotic damage and fall prone.

    Kinetic Weapon
    5 infusion points, weapon
    This weapon deals and extra 1d8 damage. In addition, the wielder of this weapon gains a fly speed of 20 feet. If wielder doesn't end his or her turn on solid ground, he or she falls.

    Master's Wand of Cloudkill
    5 infusion points, charge
    This wand has 5 charges. The wielder of this wand can expend 5 charges to cast the Cloudkill as a 5th-level spell, with a saving throw DC equal to your infusion DC. This expends 5 infusion points.
    When the wielder of this wand starts his or her turn concentrating on Cloudkill, the wielder can expend 1 charge to change the direction the Cloudkill moves that round. The Cloudkill continues to move in that direction for as long as the wielder maintains concentration. This expends 1 infusion point.
    For every extra infusion point you spend, the wand gains an additional charge.

    Master's Wand of Cone of Cold
    5 infusion points, charge
    This wand has 5 charges. The wielder of this wand can expend 5 charges to cast the Cone of Cold as a 5th-level spell, with a saving throw DC equal to your infusion DC. This expends 5 infusion points.
    When casting Cone of Cold, the wielder of this wand can expend 1 charge to cause one creature that failed its saving throw to have its speed reduced to 0 for 1 round. This expends 1 infusion point.
    For every extra infusion point you spend, the wand gains an additional charge.

    Potion of Vitality
    5 infusion points, consumable
    When a character drinks this potion, it removes any exhaustion that character is suffering, cures any disease or poison affecting that character, and maximizes the effect of any Hit Die that character spends to regain hit points within the next 24 hours.

    Quickened Weapon
    5 infusion points, constant
    The wielder of this weapon can make a single attack with this weapon as a bonus action.

    Riverine Armor
    5 infusion points, constant
    The armor adds a +2 bonus to AC, and cannot be destroyed.

    Runes of Shadow Tendrils
    5 infusion points, constant
    A weapon is inscribed with these runes. Whenever the wielder of this weapon hits with an attack, he or she may force the target to make Strength saving throw or be grappled by the shadow tendrils. The escape DC is equal to your infusion saving throw DC. A creature grappled by the shadow tendrils takes 1d6 cold and 1d6 necrotic damage at the start of each of its turns, and attacks made with this weapon have advantage against the grappled creature. The wielder may not grapple more than one creature at a time with the shadow tendrils, and shadow tendrils release their grapple if the wielder moves more than 5 feet from the creature the tendrils are grappling.

    Stone Golem
    5 infusion points, automaton
    The Stone Golem is a medium construct, has hit points equal to 6 * your level, and AC of 10 + you Intelligence modifier + your proficiency bonus, and a walking speed of 30 feet. The Stone Golem has 10 in all ability scores, adds your proficiency bonus to all saving throws, and has advantage on saving throws against spells and other magical effects.
    Action: The Stone Golem makes a melee attack roll against a creature within 5 feet. On a hit, the attack deals 3d6 + 4 bludgeoning damage.
    Action: One creature within 10 feet of the Stone Golem must make a Wisdom saving throw. On a failure, the creature can't use reactions, its speed is halved, and it can only make one attack on its turn. These effects last for 1 round.

    Unstoppable Armor
    5 infusion points, constant
    The wearer of this armor gains the benefits of the Freedom of Movement spell.

    Veil of Undeath Armor
    5 infusion points, constant
    You have advantage on saving throws against the charmed, exhausted, and frightened conditions, and resistance to necrotic damage.
    In addition, Undead creatures must make a Wisdom (Insight) check with a DC equal to your infusion saving throw DC to determine you are a living creature. On a failure, they believe you to be an Undead creature.




    6-Point Infusions
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    Antimagic Armor
    6 infusion points, constant
    The wearer of this armor has advantage on saving throws against spells and other magical effects.

    Bottled Storm
    6 infusion points, consumable
    As an action, a character can throw a vial of bottled storm up to 120 feet. The vial releases a storm that extends 30 feet out from where the vial falls, and 150 into the air. This storm lasts for 1 minute. Winds cause ranged attacks through the storm to have disadvantage, and cause the air to be difficult terrain for flying creatures. Torrential rains cause the area to be heavily obscured.
    Each creature that starts its turn in the storm or enters it must make a Dexterity saving throw or be struck by lightning, taking 4d8 lightning damage on failed save, and half as much on a successful save. Creatures wearing metal armor or made of metal have disadvantage on this saving throw.

    Earthglide Armor
    6 infusion points, constant
    The wearer of this armor can burrow up to his or speed through nonmagical, unworked earth and stone. While doing so, the wearer doesn't disturb the material he or she moves through.
    The wearer of this armor gains tremorsense out to 10 feet.

    Eldritch Poison
    6 infusion points, consumable
    A character can use the poison in this vial to coat one slashing or piercing weapon, or a single piece of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must succeed on a Constitution saving throw or be affected by the poison for 1 minute. An affected creature must succeed on a Charisma saving throw at the start of each round or take 6d6 necrotic damage and suffer 1 level of exhaustion. A successful save reduces the damage by half. A creature that dies while affected by this poison crumbles to faintly glowing dust.

    Elemental Immunity
    6 infusion points, constant
    The wearer of the armor gains immunity to acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage.

    Goggles of Truesight
    6 infusion points, constant
    A pair of glasses, goggles, or similar clothing grants the wearer truesight out to 30 feet.

    Iron Golem
    6 infusion points, automaton
    The Iron Golem is a large construct, has hit points equal to 6 * your level, an AC of 10 + your Intelligence modifier + your proficiency bonus, and a walking speed of 30 feet. An Iron Golem has 12 in all ability scores and proficiency in all saving throws.
    An Iron Golem has advantage on saving throws against spells and other magical effects.
    Action: The Iron Golem makes a melee attack roll against a creature within 10 feet. On a hit, the attack deals 3d10 + 6 slashing damage.
    Action: The Iron Golem breathes a 15-foot cone of poison gas. Each creature in the area must succeed on a Constitution saving throw or take 2d8 poison damage and poisoned for 1 round.

    Phoenix Armor
    6 infusion points, charge
    This armor has 1 charge. When the wearer of this armor is killed, fire erupts from the corpse. All hostile creatures within 30 feet of the wearer must make a Dexterity saving throw or take 6d8 fire damage and be blinded for 1 minute, halving the damage and being blinded for only 1 round on a successful save. The wearer is then immediately brought back to life with 1 hit point. This expends the charge and 6 infusion points.

    Shadesteel Golem
    6 infusion points, automaton
    The Shadesteel Golem is a medium construct, has hit points equal to 6 * your level, an AC of 10 + your Intelligence modifier + your proficiency bonus, and a walking speed of 30 feet. A Shadesteel Golem has 12 in all ability scores and proficiency in all saving throws.
    A Shadesteel Golem has advantage on saving throws against spells and other magical effects.
    The Shadesteel Golem adds your proficiency bonus to Dexterity (Stealth) checks, and has advantage on Dexterity (Stealth) checks in dim light or darker.
    Action: The Shadesteel Golem makes a melee attack roll against a creature within 5 feet. On a hit, the attack deals 3d8 + 6 bludgeoning damage.
    Action. The Shadesteel Golem unleashes a pulse of negative energy. All creatures within 5 feet of the Shadesteel Golem must succeed on a Constitution saving throw or take 1d10 necrotic damage and have disadvantage on all attack rolls, ability checks, and saving throws for 1 round. Constructs and Undead are immune to this effect.
    Bonus Action: The Shadesteel Golem takes the Hide action.

    Spiritward Armor
    6 infusion points, constant
    Creatures with the Celestial, Fiend, or Fey type, or Undead with the Incorporeal Movement feature, have disadvantage on attack rolls against you, and you have advantage on saving throws from effects from those creatures.
    Last edited by Rawrawrawr; 2015-05-08 at 04:50 PM.

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    Casting spells as a ritual is at-will by nature. Stating you can cast a ritual at-will is redundant and unnecessary.

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    It's been a long time since I was actually on these forums. I still browse occasionally, and this is one of the first things I've seen in a while to really grab my interest. I've always had a soft spot for the Artificer, and I really like what you've got here.

    The Infusion system is simple and elegant: two things that get you huge points with me. It feels a little like a mix between 3.5 Binding and 3.5 Incarcum, but I can't say that's a bad thing.

    Specific shout-outs to the way you handled Automatons, and single-use items. I think you might want to consider making some items default to multiple charges.

    Edit: I realized that my initial thought that some "consumables" (specifically Acid, Alchemist's Fire, etc) were actually at-will Infusions was wrong, and I was a little disappointed. I sort of liked the idea of being able to "buy" different forms of reliable attack.

    My only potential concern is the ability to recall and recast infusions with only a minute of down-time may lead to the Artificer being a bit too much of a Swiss Army Knife, although I'd have to actually see it in play to determine the truth of that concern. A potential fix, should this prove to be the case, would be to limit the number of infusions he can recall and reassign based on his level, allowing him some amount of flexibility, but limiting large-scale flexibility to Long Rests.

    I'll have to delve into this a little more: I haven't read 100% of everything, and my 5e knowledge pales in comparison to my 3.5 knowledge, but I know I'm going to have to give this a test next time I play in a 5e game.

    Slightly Related Note: The mechanic you've used for Infusions isn't exactly unique, but your's is one of the more elegant implementations of a point-based ability choice system I've seen in quite a while. Would you object to my lifting the core mechanic and utilizing it in other homebrew work? I think it sits nicely at the intersection of maximizing both player choice and simplicity.
    Last edited by Djinn_in_Tonic; 2015-02-11 at 06:41 PM.

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    Quote Originally Posted by Djinn_in_Tonic View Post
    It's been a long time since I was actually on these forums. I still browse occasionally, and this is one of the first things I've seen in a while to really grab my interest. I've always had a soft spot for the Artificer, and I really like what you've got here.
    Oh wow, thanks!

    Quote Originally Posted by Djinn_in_Tonic View Post
    The Infusion system is simple and elegant: two things that get you huge points with me. It feels a little like a mix between 3.5 Binding and 3.5 Incarcum, but I can't say that's a bad thing.
    The thought process was pretty much "I need to create a system that creates temporary magic items each day... Now where have I heard that one before?" (and in case you were wondering, automatons are based on 4e's summons)

    Quote Originally Posted by Djinn_in_Tonic View Post
    Edit: I realized that my initial thought that some "consumables" (specifically Acid, Alchemist's Fire, etc) were actually at-will Infusions was wrong, and I was a little disappointed. I sort of liked the idea of being able to "buy" different forms of reliable attack.
    I thought about doing that. The main problem I saw was that if you extend that to other consumable infusions - like the potions - you end up with unlimited healing/flight/invisibility/etc (that's why the Alchemist has to pick off of a predetermined list for their unlimited consumables). I still like that idea, though, and I'll probably end up trying to rewrite consumables so that they do work along those lines sometime in the future.

    Quote Originally Posted by Djinn_in_Tonic View Post
    My only potential concern is the ability to recall and recast infusions with only a minute of down-time may lead to the Artificer being a bit too much of a Swiss Army Knife, although I'd have to actually see it in play to determine the truth of that concern. A potential fix, should this prove to be the case, would be to limit the number of infusions he can recall and reassign based on his level, allowing him some amount of flexibility, but limiting large-scale flexibility to Long Rests.
    Yeah, I'm a little worried about that, too - I originally set most infusions to 10 minutes to prevent that sort of thing, but then I realized that could easily turn in to the party just sitting and waiting for a couple of hours at the start of the day so the artificer can enchant everything. Plus, it punishes more situational infusions, like Aquatic Helm - there's a big difference between waiting 4 minutes for the party to be ready to go underwater and waiting 40 minutes. Limiting the number of infusions he can reassign is definitely an option, but probably my last resort - this class already has a lot of moving parts and resource management, and adding more feels contrary to 5e's choice to keep things fairly simple.

    I think it's just one of those things that's going to need some playtesting to figure out the right balance.

    Quote Originally Posted by Djinn_in_Tonic View Post
    I'll have to delve into this a little more: I haven't read 100% of everything, and my 5e knowledge pales in comparison to my 3.5 knowledge, but I know I'm going to have to give this a test next time I play in a 5e game.
    Be sure to let me know how it goes - I think this class needs a lot of playtesting, and I feel like I've barely scratched the surface.

    Quote Originally Posted by Djinn_in_Tonic View Post
    Slightly Related Note: The mechanic you've used for Infusions isn't exactly unique, but your's is one of the more elegant implementations of a point-based ability choice system I've seen in quite a while. Would you object to my lifting the core mechanic and utilizing it in other homebrew work? I think it sits nicely at the intersection of maximizing both player choice and simplicity.
    No problem! Anything I post is up for grabs - after all, I am creating a class for 5e, a game system I didn't design, heavily based on Incarnum, a series of mechanics I didn't design. It'd be just a teeeeny bit hypocritical to not let anyone else draw from my work
    Last edited by Rawrawrawr; 2015-02-12 at 04:46 PM.

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    Fantastic class. Really excellent. Minor quibble though: arcane engineer doesn't say how many spell slots you get.

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    Quote Originally Posted by Submortimer View Post
    Fantastic class. Really excellent. Minor quibble though: arcane engineer doesn't say how many spell slots you get.
    Thanks! But the Arcane Engineer doesn't actually get spell slots - at 1st-5th level, the only way he can "cast" spells is either through making/using scrolls, or by using them as rituals.
    At 6th level, he can use his implement to cast spells by spending infusion points, but still doesn't have any spell slots.

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    This is how it should be done, going to use this for my next character (Charles the warforged explorer). I am pretty annoyed it would even be considered a wizard subclass.

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    So, getting ready to play test this bad boy, I'm noticing a few things, mostly with the infusions:

    1. If an infusion replicates a cantrip, it should be constant. Masters wand of eldritch blast is a perfect example: I spend one point to do 1d10 force damage. I can spend more points to do more beams. It's not really a good deal at any level, especially since you're not casting hex or anything else that makes it a good spell. Allocating a point to have a magic laser gun for the day, though...that's a great idea. You could either let it scale naturally or require additional points to scale it up.

    2. Kinetic weapon seems broken. It doubles the weapon damage on every hit. All things being equal, that effectively means that every hit is a critical.

    3. Battle engineer looks SICK AS HELL. Not a problem, just something I noticed :-)

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    This class is AMAZING! I am SO excited!

    I never get to play, almost always the DM. So I decided that when I get to play again, I want to make Dagna from Dragon Age. I was so sad when I read the WotC Artificer. This however, has me ecstatic.

    But I gotta know, WHAT is the Alchemist's level 17 TBA???? lol (I created an account JUST to ask this question)

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    A couple minor quibbles, but this is a FANTASTIC translation, beautifully done. Thank you. I actually want to play this more than I ever wanted to play the 3e version.
    Last edited by Ziegander; 2015-04-21 at 10:56 PM.
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    Quote Originally Posted by Rawrawrawr View Post
    Thanks! But the Arcane Engineer doesn't actually get spell slots - at 1st-5th level, the only way he can "cast" spells is either through making/using scrolls, or by using them as rituals.
    At 6th level, he can use his implement to cast spells by spending infusion points, but still doesn't have any spell slots.
    Can they still cast the cantrips per usual (since they don't need slots)?

    Also, am I understanding that making scrolls is useless once you can just cast the spells at 6?

    I am thinking of tweaking with Arc Eng a bit, I like the concept, but it seems weaker than the others. I am thinking either making the scrolls sharable with others, increasing spell gain to 1/level, or maybe a buff to magic item creation (reduced time and cost?)
    Last edited by scythe0925; 2015-04-23 at 12:52 AM.

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    Quick and Unstable Consumables
    Choose two of the following: Acid, Alchemist's Fire, Alchemist's Frost, or Thunderstone. You can create and use a single use of the selected consumable by spending an action. If the cost is less than half your infusion maximum, you don't spend any infusion points.

    Do these last just as long as a normal one? Can this only be done in combat?
    I was thinking this means I could make a free mountain of alch fire grenades, say in the back of a wagon, and send it rolling?
    Also, alch gets acid for free. To make free alch fire, i assume you must have selected that as a known infusion (ie; you don't know it for free)?
    Last edited by scythe0925; 2015-04-23 at 01:17 AM.

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    Quote Originally Posted by scythe0925 View Post
    Quick and Unstable Consumables
    Choose two of the following: Acid, Alchemist's Fire, Alchemist's Frost, or Thunderstone. You can create and use a single use of the selected consumable by spending an action. If the cost is less than half your infusion maximum, you don't spend any infusion points.

    Do these last just as long as a normal one? Can this only be done in combat?
    Given the ability's name, I assume the intention is that the consumables are so unstable that, no, they are only potent for a few seconds, just enough time for you to use them in the same action you made them. For example, if you were to spend your action to make an Alchemist's Fire in this way, but chose not to actually throw it at anybody, once you end your turn that puppy's already inert. That's just my take on it, and the wording should be clarified, but it seems to be the spirit behind "quick and unstable."
    Last edited by Ziegander; 2015-04-23 at 03:32 AM.
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    Quote Originally Posted by Ziegander View Post
    Given the ability's name, I assume the intention is that the consumables are so unstable that, no, they are only potent for a few seconds, just enough time for you to use them in the same action you made them. For example, if you were to spend your action to make an Alchemist's Fire in this way, but chose not to actually throw it at anybody, once you end your turn that puppy's already inert. That's just my take on it, and the wording should be clarified, but it seems to be the spirit behind "quick and unstable."
    I was thinking along the same line, but I thought that throwing it would be a 2nd action, meaning it would need to last at least 1 round.

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    I had some notes that may or may not have already been made since a player for a game that I may or may not be DMing requested to use this:

    There's nothing stopping you from using all of your infusion points at lower levels to make one of the more costly ones. For example, the Antimagic armor. You can make that at level 3 assuming you have an INT score of 16 or higher. If you rolled, you could make one as early as level 1. The Iron Golem at lower levels is especially overpowered, though it doesn't seem to do well at higher levels.

    The spellcasting for the Arcane Engineer doesn't have anything on slots, but I assume it just follows the same slot progression as Paladin.

    The constructs have AC scaling off of your INT and Proficiency, which can give them an AC of 21, which is a tad ridiculous considering banded accuracy.

    You have infinite recalls, which makes you too much of a swiss-army batman.

    There's some other Artificers floating around as well that you might want to look at.

    Suggestions that could help with some of these problems:

    You can't learn infusions that cost an amount of points equal to your level.

    Automaton infusion's AC only adds half of your Proficiency rounded down plus your INT modifier.

    You can recall once per Short Rest.
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    As the person that requested it, I feel obligated to point out a few things:

    Quote Originally Posted by Wartex1
    There's nothing stopping you from using all of your infusion points at lower levels to make one of the more costly ones.
    From my reading the maximum number of infusion points able to be spent on any given item is limited by the class table, meaning that you couldn't use Antimagic Armor on anything until 17th level even if you learn it. There does seem to be an issue though, in that the Automaton infusions aren't called out as items that are being infused.

    Quote Originally Posted by Wartex1
    The spellcasting for the Arcane Engineer doesn't have anything on slots, but I assume it just follows the same slot progression as Paladin.
    Arcane Engineer gains no slots - they make scrolls and cast from them at low level, and at 6th level can cast using infusion points.

    The constructs have AC scaling off of your INT and Proficiency, which can give them an AC of 21, which is a tad ridiculous considering banded accuracy.
    Full Plate + shield nets 20 AC (Defense fighting style increases this to 21), a Barbarian can net 22 AC with a shield (or 24 AC at level 20, but that doesn't mean much). Personally, I could agree that it might scale a little bit too easily, but there's no reason I can see to completely prevent it from getting to 21 if the Artificer wanted to.
    Last edited by Ilorin Lorati; 2015-04-23 at 10:44 AM.
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    I feel really dumb now.
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    To be fair, the Infusion rules are spoilered and are a rather thick block of text; it's not hard to miss some of the intricacies. The Arcane Engineer question was one asked before as well, so that's obviously not hard to miss.

    Edit: Hey Rawrawrawr, any word on the last bonus Infusion for Alchemist?
    Last edited by Ilorin Lorati; 2015-04-23 at 11:40 AM.
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    Quote Originally Posted by scythe0925 View Post
    I was thinking along the same line, but I thought that throwing it would be a 2nd action, meaning it would need to last at least 1 round.
    That's not how I interpret it. It says you spend an action to create and use the consumable, which, given that they are all grenade-like throwing weapons, I take to mean you make it and throw it in the same action. After that, it's kaput.
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    Quote Originally Posted by Ziegander View Post
    That's not how I interpret it. It says you spend an action to create and use the consumable, which, given that they are all grenade-like throwing weapons, I take to mean you make it and throw it in the same action. After that, it's kaput.
    Thanks! I think that just solidified my choice of alchemist!

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    I haven't read any of the 5e books yet, but I did watch Loading Ready Run's Temple of the Lava bears game and I've read a few spoiler pages here and there so I think I've got a feel for the way things are. I haven't been interested enough in 5e to really look into it (for every thing I like there's one or more others I don't), but this class I actually want to play.

    I think some people are missing the fact that you only have a limited number of infusions known: 2+level total, and if the wizard has any less than that I'd be surprised. That results in six 1-2 point infusions and four at each higher tier, plus the bonus from your specialization: a small fraction of the available choices at low levels (all those OP toolkit options) and half the options at high levels (when the game always seems to run out of ideas anyway).

    I get the feeling the most powerful option is probably automatons but they're quite vulnerable to special attacks until higher level options are available, and while I know the base damage of attacks is much more important in 5e they still lack bonus damage from class abilities (positional advantage more than makes up for spending your own actions, except when facing AoEs). The important question is if they can benefit from your other infusions. As creatures they should be able to wear gear but they're obviously not intended to wear armor, and while the damage values mimic weapons I don't know if natural weapons/manufactured weapons is still a thing that would prevent or allow you to buff their attacks. Alchemists on the other hand might be a bit weak, I'm pretty sure the "cantrips" (pardon my air quotes) used in Temple of the Lava Bears were dealing way more damage than you'd get from the alchemist's Unstable Concoctions. Unless there's a built in ability bonus to damage bonus when throwing alchemical items? Arcane Engineer obviously has the most on-demand versatility but pays for it with lack of ammunition, and Battle Engineer should be easy enough to compare to any other combat class for tanking/damage potential so I'm sure it's already fine. Though this brings another question: does an infused item require bonding? I'd assume not but I could be wrong.

    The Infusion introduction feels a little backwards, but I can see a bit of why you put it in that order. Even if not rewriting, I'd suggest using the term "invest," as in:
    Creating an infusion costs a number of infusion points as noted in the infusion's description.When an item is under the effect of an infusion, that item is considered magical. The total number of infusion points invested in single item cannot exceed your the infusion maximum, given on the Artificer class table.
    Constant infusions give the benefit described until you take a long rest. It takes 1 minute to enhance an item with a constant infusion. You may spend an action to recall a constant infusion. If you do so, you regain the infusion points that were invested in the infusion, and the item is no longer under the infusion effect.
    You could change the various verbs for creating/enhancing/etc all to investing, but that would sound a little unnatural.

    The proper term for Charge infusions should be "Charged," I think, otherwise you're using a singular charge in the name when there are often multiple charges. I'd also suggest capitalizing the use of Consumable, Charged, Constant, and Automaton whenever they're used as class terms (I guess that should also include Infusion, basically I capitalize anything that someone might have to look up). This will also make the Infusions list look better, since leading with a number followed by lowercase letters looks bad.

    Battle Engineer sounds lame, but needs a two-syllable replacement to match the other engineers. Weapon and Armor are both out since they're too specific, Equipment sounds a bit low-key and is too long but is more descriptive. Martial gets thrown around a lot. Enhanced is a little poncy but also accurate.

    Overall good class. If you consider getting someone interested in 5e an accomplishment then congratulations, you pulled it off since I'll need to actually read the PHB if I ever want to properly evaluate this class. Well done!
    Last edited by Fizban; 2015-04-26 at 04:03 AM.
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  25. - Top - End - #25
    Pixie in the Playground
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    Default Re: 5e Artificer (PEACH)

    Quote Originally Posted by Fizban View Post

    Battle Engineer sounds lame, but needs a two-syllable replacement to match the other engineers.
    I love that name. Just saying :/

  26. - Top - End - #26
    Bugbear in the Playground
     
    Daemon

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    Default Re: 5e Artificer (PEACH)

    How about Combat Engineer or Battle Mechanic?
    DMs only roll dice for the sound they make

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    Halfling in the Playground
     
    Daemon

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    Default Re: 5e Artificer (PEACH)

    So it's taken me so long to respond; I've been pretty busy recently.

    So, first off, the level 17 Alchemist infusion is still TBA, but I'll probably whip something up next week!

    As far as Automaton AC scaling goes, I think I'll leave it for the moment - it's not terribly difficult to make a character with 21 AC pretty early on, and Automatons also tend to have pretty weak saves and low hit points. I think the high AC helps them transition from "liability" to "moderately effective beatstick." Though if anyone playtests them and they still seem too powerful, I might consider changing it.

    As for infinite infusion recall, my thinking right now is you're not the ultimate swiss-army knife, because you only have so many infusions known. Plus, infusions take too long to use in-combat, so it's not like you can swap a lightning weapon for an acid weapon in the middle of a fight with some trolls. Finally, if it's too difficult to swap infusions, it penalizes situational infusions a lot. If people playtest this and it does turn out too strong, then I'll probably adjust it, but right now I'm going to leave it as-is.

    Quote Originally Posted by scythe0925 View Post
    Can they still cast the cantrips per usual (since they don't need slots)?
    Yes, cantrips are castable at-will, just like casters.

    Quote Originally Posted by scythe0925 View Post
    Also, am I understanding that making scrolls is useless once you can just cast the spells at 6?

    I am thinking of tweaking with Arc Eng a bit, I like the concept, but it seems weaker than the others. I am thinking either making the scrolls sharable with others, increasing spell gain to 1/level, or maybe a buff to magic item creation (reduced time and cost?)
    Scrolls are already usable by other people - they follow the same rules as consumables. Basically, the idea of the Arcane Engineer is that it doesn't gain much raw power over a vanilla Artificer, but it gains a boatload more versatility.

    Quote Originally Posted by scythe0925 View Post
    Quick and Unstable Consumables
    Choose two of the following: Acid, Alchemist's Fire, Alchemist's Frost, or Thunderstone. You can create and use a single use of the selected consumable by spending an action. If the cost is less than half your infusion maximum, you don't spend any infusion points.

    Do these last just as long as a normal one? Can this only be done in combat?
    I was thinking this means I could make a free mountain of alch fire grenades, say in the back of a wagon, and send it rolling?
    Also, alch gets acid for free. To make free alch fire, i assume you must have selected that as a known infusion (ie; you don't know it for free)
    Yeesh, looking back at this feature, the wording really needs to be cleaned up. I'll probably get to that next week, but in the meantime:
    Creating and throwing the consumables is one action total. The idea behind this feature is to let Alchemists throw a low-level consumable every round.
    The intent is that the consumable does not last beyond the end of your turn.
    And yes, the intent is that you have to know the Infusion already to select it from the Quick and Unstable Consumables list.

    Quote Originally Posted by Fizban View Post
    The important question is if automatons can benefit from your other infusions. As creatures they should be able to wear gear but they're obviously not intended to wear armor, and while the damage values mimic weapons I don't know if natural weapons/manufactured weapons is still a thing that would prevent or allow you to buff their attacks.
    The intent is that you can't infuse automatons unless you're a Clockwork Engineer - I'll probably change the automaton rules to specify that.

    Quote Originally Posted by Fizban View Post
    Alchemists on the other hand might be a bit weak, I'm pretty sure the "cantrips" (pardon my air quotes) used in Temple of the Lava Bears were dealing way more damage than you'd get from the alchemist's Unstable Concoctions. Unless there's a built in ability bonus to damage bonus when throwing alchemical items?
    The most powerful cantrip damage comes from the Warlock, who pumps out about 42 (4d10 + 20) damage a round at 20th level. Other classes are closer to 22 (4d10) damage a round. An Alchemist's Acid (not an Alchemist's Alchemist's Acid ) deals about 31 (6d8 + 4) damage a round - a bit more powerful than most full casters, but less powerful than a specialist. That's pretty much the range I was looking for (though if anyone playtests and think it's too weak/strong I may reconsider).

    Quote Originally Posted by Fizban View Post
    Though this brings another question: does an infused item require bonding? I'd assume not but I could be wrong.
    No, they do not.

    Quote Originally Posted by Fizban View Post
    Battle Engineer sounds lame, but needs a two-syllable replacement to match the other engineers. Weapon and Armor are both out since they're too specific, Equipment sounds a bit low-key and is too long but is more descriptive. Martial gets thrown around a lot. Enhanced is a little poncy but also accurate.
    ...I didn't even realize that I had a pattern going. Anyway, the Battle Engineer was a fairly popular Paragon Path for the 4e Artificer, so I'll probably keep it as a legacy term (kinda like how I think we can all agree "Fighter" isn't exactly the best name, but it's just not D&D without a Fighter!)

    And of course, thanks for the compliments everybody!

  28. - Top - End - #28
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    HalflingRangerGuy

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    Default Re: 5e Artificer (PEACH)

    I feel like a lot of contentious areas have already been addressed by others, but I'd like to point out the crazy amount of starting tool proficiencies. I understand that having an array of proficiencies would be useful to and maybe characteristic of artificers, the quantity seems like a lot to provide at level 1 without any notable balancing drawbacks. It ought to be sufficient for an artificer to start off with 2 tool proficiencies (in addition to any they may pick up from their background) and any others can be acquired through either training or the Skilled feat. Maybe your choice of either thieves' tools or alchemist's tools AND one of any tool proficiency?

    If artificers really need more proficiencies, tie them into class features (either expertise or the tools specific to fields of study). In any case, I think max 2 (+ racial/background features) starting tool proficiencies is plenty.

    All up, I'm loving this artificer class! Can't wait to see the polished product!!

  29. - Top - End - #29
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    GreenSorcererElf

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    Default Re: 5e Artificer (PEACH)

    I would like to contest that opinion, on the grounds that most of those proficiencies don't do anything. In order: alchemy tools let you make stuff during downtime, artisan tools let you make stuff during downtime, healer's kit requires no proficiency for either the base use or the feat boosted version (so it does nothing?), herbalism lets you make stuff during downtime (identifying/applying herbs means nothing when none exist), poisoner's kit lets you harvest poison, and thief's tools let you open/disable stuff. Since crafting stuff during downtime has always been and still is terrible (a 50% discount if you spend 1 day per 5gp of the item's value), there are only two proficiencies here that have a significant benefit (poisoner and thief). I think it would matter more if "craft skills" could still be applied to various situations, but they've been pretty clear that tool proficiency only applies to making things with those tools, so knowing carpentry doesn't let you know anything about carpentry unless you're actually hammering a nail that very second.

    I've read almost everything by now (left off a good portion of the Monster Manual so I could be surprised) and I think I've got a handle on the system. I went back and forth on Alchemist and Arcane Engineer being under/overpowered. I'm currently leaning towards under, but I just finished reading all the spells and haven't gone back to compare the infusion list. Incidentally, I also think it's funny that alchemical items are now "improvised" weapons: going from ranged touch attack with no penalties that anyone can use to ranged normal attack that no one can use, what an excellent way to waste money. Semi-edit: I think I just noticed you added some infusions recently, but this is long enough so I'll go over them another day.

    Unstable Concoction relies heavily upon the strength of the infusions it works with: for damage, Acid is strong, Alchemist's Fire is okay, but Frost/Thunderstone just don't scale fast enough to have a chance so I hope you like acid. I think the Alchemist's Acid infusion is bonkers, AC penalties are super strong now and I don't remember any spells besides Slow that apply them (and Slow has the usual save-ends every round), or comparing to the Rust Monster this acts 2 or more times as fast and at range. The same could be said of the Rustbomb, though at least if used against a player it won't cripple them for the whole adventure.

    Arcane Engineer seems ridiculously weak with how few spells they can actually use per day. My initial assumption that they made up for it with increased instantaneous versatility was rebuffed by the fact that all prepared casters are now prepared spontaneous casters, giving them twice as many spells available at any one time than the AE even knows. Even the Warlock which I initially thought was broken-weak turned out to have an edge in recovering all it's 5th level or lower equivalent slots every short rest, but the AE can't match short rest recovery or getting 5th levels spells on time at 9th. That leaves the implement bonuses, which are pretty strong, but still only amount to extra accuracy for the piddly number of shots you can fire. Other housekeeping: the Implement needs rules for replacing it if lost, and should mention that your apparent one-time unchangeable choice locks you in to certain options down the line so you should read ahead.

    I can't believe I didn't think of Combat Engineer, thanks Wartex. On the other hand I've gotten used to it by now (and it's not any worse than the absolute mangling of the term "concentration" or the terrible spell descriptions in the PHB), so even though I would normally reject a 4e legacy term I guess it can stay. Besides changing it would make Scythe sad It took me a while to find Elemental Weapon on the Paladin's spell list, but knowing that it's there I remain confident that there's nothing overboard on the CE. I find the usefulness of letting your whole party attune to an extra magic item dubious at best, but that's because the guidelines for magic item distribution seem to be "hey we assigned rarities that don't have anything to do with all these crazy tables but it doesn't matter because our suggested wealth progression says no you don't get magic items anyway!" So the Arcane Army ability isn't so much that your allies will have tons of attuned items as much as you'll be able to stack them all onto one guy. The Mass Enhancement feature is plenty strong enough anyway.

    After seeing the Ranger's companion, summon spells, and Conjuration specialist, I'm even more confident the Clockwork Engineer should be just fine. And a good thing too because as bad as item creation is now, golem creation is somehow even worse. I'm not even all that concerned about chain-repairing them in combat when a Druid's Wildshape does basically the same thing (at 2/short rest instead of 1/level/day).

    So the new standard for encounters per day is 6-8 instead of 4-5, and the hit points ramp up pretty fast. This is why having reliable at-wills via either boosted attacks or cantrips is important, so it's good that Alchemist can keep up (with Acid at least) and Arcane can cast it's cantrips (could still use the reminder in the main post). BE and CE were always fine and upgrade to more attacks later like any other martial class. That still leaves burst damage, which is what limited resource classes are expected to be good at. The only real burst damage infusions I see are Master's Wand of Fireball and Walking Death, both at 3 infusion points (Acid's scaling also counts I guess). From this it would follow that the Artificer should not be considered a limited resource class as it does not do burst damage well, but the first two paths/specializations/whatever both focus on consumable/instantaneous effects.

    Then again, being able to convert everything to max power is pretty significant: you can do 3 fireballs/deaths and 3-4 fireballs/4 point deaths at your 3 and 4 point tiers, only the sorcerer can match that many slots at max power. So you've got more burst damage at lower levels if you go all in, but at higher levels you still have to switch to endurance casting fireballs/deaths while true casters get Chain Lightning and Finger of Death and Sunburst. If anything I think that makes the problem worse for a game that manages to go that long, since even though high level spell slots are sharply limited, an Alchemist/AE that played the first half of the game being the go-to boss bomb just never gets any new toys. I guess what I'm saying is we need some high level kabooms? I wouldn't mind a Master's Wand of Lightning Bolt for variety either.

    In other news, I read over the first episode of Horde of the Dragon Queen after my potential new DM ran it, and it's presentation problems are considerably worse than "maybe setting a newbie on a path they mind get bored of eventually." Yeah, let's start with a random encounter table followed by a list of 12 or more possible fights and not tell the DM how to introduce any of them properly so the players know when they should actually be fighting, oh and the whole thing takes place over one night. I do think 5e is a pretty solid system but it just keeps messing up in some bad places that have nothing to do with the general mechanics.

    Edit: ha! I see your stealth editing there, Alchemist's Frost just went up to d10's!
    Last edited by Fizban; 2015-05-07 at 08:12 PM.
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    Quote Originally Posted by Violet Octopus View Post
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  30. - Top - End - #30
    Halfling in the Playground
     
    Daemon

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    Default Re: 5e Artificer (PEACH)

    Alright, I made some updates to the Artificer:
    • Increased the damage of some of the low-level consumables, since they were a bit too weak.
    • Nerfed Alchemist's Acid, because that was waaay too strong, and took out Rustbomb since that was pretty much redundant with Alchemist's Acid.
    • Added some new, higher-level infusions, especially consumables.
    • Modified how Quick and Unstable Consumables works.

    Also, a couple of people have said that Arcane Engineer looks underpowered to them, so I'll probably make some revisions to that at some point in the near future.

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