Unearthed Arcana Unearthed Arcana Introduces The Artifcer

I don't think anyone saw this coming!

I don't think anyone saw this coming!
 


log in or register to remove this ad

der_kluge

Adventurer
. So in summary, how is this actually a problem?

No, I guess you're right. I guess I wasn't really equating these things to cantrips. I guess it violates some verisimilitude in my mind - dude just keeps whisking out vials of acid from a bag that never stops. I guess it's just a flavor thing, but it seems weird to me.


Or, or, they did read the player's handbook, and realized both of those are garbage replacements of the feature. Every option for familiars in the PHB is small, poor in combat, and has little/no ability to serve as a pack animal or form of locomotion, which the mechanical creature does. Animate objects is a 5th level spell (so the artificer can't actually ever learn it) and lasts 1 minute, requiring concentration to boot.

What I didn't like was that it apparently has to be a large CR 2 construct. In my version, I've given the ability at level 2, and the size scales every 4 levels - tiny, small, etc. So that at level 19 they can have a huge construct if they want. And the base stats are per the animate objects spell, which might be underpowered. But I'm also giving it familiar-like abilities, in that the artificer can see through it, use it to deliver touch spells, etc.

It just seems odd that they would give a mechanical servant at 6th level only, and then not have it scalable at all - especially when a lot of people in this thread (myself included) are like - why can't I have a mechanical bird at low levels?
 

Dualazi

First Post
No, I guess you're right. I guess I wasn't really equating these things to cantrips. I guess it violates some verisimilitude in my mind - dude just keeps whisking out vials of acid from a bag that never stops. I guess it's just a flavor thing, but it seems weird to me.

All good, and yeah, if you think about it it's a little weird, but you can waive it somewhat by assuming it's a modified bag of holding or something. I think this is the preferable option to trying to tie it to some form of cooldown, because that just asks the opposite problem, of "why didn't i just brew more in my downtime?", and I'm in favor of stuff that lets players use their signature abilities more rather than less. If you wanted you could probably buff it and tie it to spell slots or something.




What I didn't like was that it apparently has to be a large CR 2 construct. In my version, I've given the ability at level 2, and the size scales every 4 levels - tiny, small, etc. So that at level 19 they can have a huge construct if they want. And the base stats are per the animate objects spell, which might be underpowered. But I'm also giving it familiar-like abilities, in that the artificer can see through it, use it to deliver touch spells, etc.

It just seems odd that they would give a mechanical servant at 6th level only, and then not have it scalable at all - especially when a lot of people in this thread (myself included) are like - why can't I have a mechanical bird at low levels?

Some versatility would be really nice, as would the scaling. That's prime territory though for a subclass of its own centered on the pet, and I'd be shocked if we didn't get one at some point.
 

Hanuman47

First Post
As many have stated, there are some interesting ideas here, but the implementation doesn't quite make it. For me, the biggest shortcoming is that it doesn't fulfill the role that the original 3.5 version had of ultimate improviser - the person who, with a bit of preparation, can always come up with the right tool for the job. As a very quick fix, I am proposing a third type of specialist: the Dweomercrafter.
1st level: 2 Gizmos.
3rd level: 3 Gizmos and 1 Device (1st level) that has 2 uses.
9th level: 4 Gizmos and 1 Device (2nd level or lower) that has 2 uses.
14th level: 5 Gizmos and 2 Devices (3rd level or lower) that have 3 uses total
17th level: 6 Gizmos and 2 Devices (4th level or lower) that have 4 uses total.

Gizmos replicate the effect of any cantrip from any caster list. A Dweomercrafter can spend 10 minutes to change which cantrip a Gizmo replicates.
Devices can replicate the effect of any spell from any caster list. A Dweomercrafter can spend one hour to change which spell a Device replicates. Uses are split among the devices available (if you have 3 uses you can use one device 3 times or one twice and the other once) regained after a short or long rest.
Gizmos and Devices use the Artificer's INT as the spellcasting ability, regardless of which list the spells came from. Gizmos and Devices can only be used by the Artificer. What form the device takes is up to the player and DM, but ought to in some way reflect the object's function. If game statistics are needed, assume a Gizmo or Device weighs 2 pounds, can be used in one hand, and has AC 18 and 5 HP. When originally gained, a Gizmo or Device is free; it is assumed to have been cobbled together over time. Replacing a lost, stolen, or destroyed Device, however costs 100 gp in materials per spell level it can replicate (50 gp for a Gizmo).


Probably the levels that these benefits are gained at are a bit wonky, but, as stated above, this is just a quick stab at creating an improvisational artificer within the existing framework. I'm not sure if the Infuse Magic class feature (which kind of does the same thing, but worse due to the Artificer's very limited spell list) is redundant and should be removed.

Any feedback on this would be welcome, but note that I am deliberately not addressing here the issues raised about core class features (apart from whether Infuse Magic should be kept).
 
Last edited by a moderator:

Arnwolf666

Adventurer
Lower the hp to d6 and remove the armor proficiencies and it would be a good class. These guys are scholars and artisans not warriors like the Fighter, Rogue, and Cleric.
 

Remove ads

Remove ads

Top