Hawk Diesel
Adventurer
I am currently running an Eberron campaign, and it really bothers me that the last two Artificer attempts have been so lackluster. The second was definitely an improvement over the first, but I have been thinking how the Artificer might be improved and even made viable. Here are some of the potential adjustments I am considering, and some of the reasoning I have.
1) I feel the HP, Skills, and Proficiencies are appropriate.
2) For Magic Item Analysis, I would just allow the Artificer to use Detect Magic at will rather than as a ritual (though keep the Identify ability as written). I also am... ok with the Artificer Specialist archetypes.
3) The original had some sort of spellcasting right away, which included spell storing item (arguably the signature spell of the artificer). The most current version of the artificer doesn't gain any real magic until level 3. Now I understand the need to limit the spellcasting ability to balance with the Artificer's other abilities, but still this is supposed to be the bread and butter of the artificer.
First Major Proposed Change: Instead of Tool Expertise, the Artificer gains Imbue Magic Item as written below:
Imbue Item
You have learned to imbue magical enhancements into weapons, armor, and gear. You gain an enhancement pool equal to your proficiency bonus. You can use this pool to provide an enhancement bonus to weapons, armor class, saving throws, or ability checks. To do so you must choose an appropriate item and imbue it with the magic by maintaining contact with the item for one minute. Once finished, anyone that uses the item gains the chosen bonus while using it.
You cannot imbue any single item with any more than half your enhancement pool points (rounded down). Once imbued, the enhancement lasts until the casting artificer takes a long rest, at which point the magic fades.
4) The next change I would propose is getting rid of Mechanical Servant. Creating as creating and maintaining constructs should be its own archetype.
In its place I would put in Spell Storing Item. I'm not sure how to write up the ability, but I have a certain vision for how it would function based on the bullet points below:
*You choose one of the spellcasting lists. This becomes your magical specialization. So choose either Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, or Wizard. This represents your study of a specific spellcasting discipline.
*This would function similarly to Infuse Magic, but success is not guaranteed and you don't need to know the spell. If the spell is of a level you could cast and on your chosen spell list, the DM makes a Spell Caster check for you, DC equal to 10 + the spell level. If you succeed, the spell is imbued in the item and can be used normally as per the spell and infuse item. If you fail by more than 5, the spell slot is wasted. If you fail by less than 5, you think the check was a success and there is a kind of wild surge effect rather than the desired effect.
*You could attempt to store a spell that is not on your list, but doing so increases the DC by 5.
*I'm also considering an ability to use multiple spell slots to store a spell higher than you could normally cast. For example, using a 1st level spell slot and a 4th level one to store a 5th level spell, but doing so would increase the DC by an additional 3 (requiring a spell caster check of 18 to succeed). But that may be too complicated or too open to abuse. Not sure.
5) At level 10, I think I would add Improved Imbue Item.
Improved Imbue Item
At level 10, you have learned to increase the versatility of your enhancements. Each of the following options can be placed within an item in exchange for one point. You are still limited to half your enhancement pool (rounded down) in any single item.
-Weapon deals +1d6 damage of an energy type of your choice.
-Item grants resistance to an energy type of your choice.
-Melee weapon gains the Thrown and Returning property.
-Advantage on one type of skill check.
-Advantage on one type of saving throw.
Thoughts?
1) I feel the HP, Skills, and Proficiencies are appropriate.
2) For Magic Item Analysis, I would just allow the Artificer to use Detect Magic at will rather than as a ritual (though keep the Identify ability as written). I also am... ok with the Artificer Specialist archetypes.
3) The original had some sort of spellcasting right away, which included spell storing item (arguably the signature spell of the artificer). The most current version of the artificer doesn't gain any real magic until level 3. Now I understand the need to limit the spellcasting ability to balance with the Artificer's other abilities, but still this is supposed to be the bread and butter of the artificer.
First Major Proposed Change: Instead of Tool Expertise, the Artificer gains Imbue Magic Item as written below:
Imbue Item
You have learned to imbue magical enhancements into weapons, armor, and gear. You gain an enhancement pool equal to your proficiency bonus. You can use this pool to provide an enhancement bonus to weapons, armor class, saving throws, or ability checks. To do so you must choose an appropriate item and imbue it with the magic by maintaining contact with the item for one minute. Once finished, anyone that uses the item gains the chosen bonus while using it.
You cannot imbue any single item with any more than half your enhancement pool points (rounded down). Once imbued, the enhancement lasts until the casting artificer takes a long rest, at which point the magic fades.
4) The next change I would propose is getting rid of Mechanical Servant. Creating as creating and maintaining constructs should be its own archetype.
In its place I would put in Spell Storing Item. I'm not sure how to write up the ability, but I have a certain vision for how it would function based on the bullet points below:
*You choose one of the spellcasting lists. This becomes your magical specialization. So choose either Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, or Wizard. This represents your study of a specific spellcasting discipline.
*This would function similarly to Infuse Magic, but success is not guaranteed and you don't need to know the spell. If the spell is of a level you could cast and on your chosen spell list, the DM makes a Spell Caster check for you, DC equal to 10 + the spell level. If you succeed, the spell is imbued in the item and can be used normally as per the spell and infuse item. If you fail by more than 5, the spell slot is wasted. If you fail by less than 5, you think the check was a success and there is a kind of wild surge effect rather than the desired effect.
*You could attempt to store a spell that is not on your list, but doing so increases the DC by 5.
*I'm also considering an ability to use multiple spell slots to store a spell higher than you could normally cast. For example, using a 1st level spell slot and a 4th level one to store a 5th level spell, but doing so would increase the DC by an additional 3 (requiring a spell caster check of 18 to succeed). But that may be too complicated or too open to abuse. Not sure.
5) At level 10, I think I would add Improved Imbue Item.
Improved Imbue Item
At level 10, you have learned to increase the versatility of your enhancements. Each of the following options can be placed within an item in exchange for one point. You are still limited to half your enhancement pool (rounded down) in any single item.
-Weapon deals +1d6 damage of an energy type of your choice.
-Item grants resistance to an energy type of your choice.
-Melee weapon gains the Thrown and Returning property.
-Advantage on one type of skill check.
-Advantage on one type of saving throw.
Thoughts?
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