Talk:Artificer, 2nd Variant (5e Class)
Honorable Mention
Taking a moment to recognize others working on the general 5th edition Artificer idea. The True Artificer (5e Class) is an extremely good one. It actually came from other people editing THIS class, and going beyond what I thought were their rights on what to change and what not to. Despite that, the end result is very good. If you like what you see in this class, but find it lacking in some respect, the True Artificer (5e Class) among the very best iterations among home brew Artificer Classes, and is my first recommendation to you.
Older Notes Have Been Removed
Because of the extensive changes being done right now, I'm removing all old notes on the discussion page. If you have been following this page, I appologise, but any new people who compaired the old notes to the current page might be a bit confused. --Entropicscholar (talk) 15:24, 4 August 2018 (MDT)
comparing Artificer to other Classes
The Artificer, as shown here has a progression of class features similar to the Warlock, and to the Rogue (at least that is the intent), though the role in a party may be seen as more similar to a cleric or bard, due to the support and utility focus of many effects.
- The Battlesmith Tradition lends itself to front lines combat
- The Alchemist pours itself even more towards utility, even providing a bit of healing
- The Spellwright can go toe to toe with many full casters for spell output, at least for a little while.
--Entropicscholar (talk) 15:24, 4 August 2018 (MDT)
Requested Feedback: Infusions
Infusions, in 3rd edition, were the artificer's replacement for spells. In the current iteration of this home brew, however, they are somewhere between spells, specific class features, and Warlock invocations. The selection of 2 invocations at level 1, and then a limited selection as you progress is meant to differentiate artificers strongly from one another, while also providing several of the iconic powers an artificer is meant to have.
Bonded Spell, for example, can be used to create instant, temporary magic items. Emergency Scroll can be used to pull out any spell you need in a pinch, and of course the ever demanded Improved Attunement is in this section as well. Some Infusions are meant to be able to progress by buying better versions of them at later levels, and some are more static.
My question is, do they seem at around the right power? are some clearly stronger than others? Also, one consequence of infusions, is that powers granted by them really are not available to be granted by a class feature all artificers have. Are there some abilities that should explicitly be given to everyone? or features that, while strong and iconic, could be limited to an infusion? Mechanical companions, for example are an infusion I have toyed around with but have not yet included. --Entropicscholar (talk) 14:57, 8 January 2019 (MST)