I'm looking at that but I can't remember how it was broken down in the features, i.e. how telepathic advisor or manifest mind are divided, how the actions are arranged.
I'm not sure what you mean? Archivist never got any updates further than what's presented in that document. So what's written there is what it was. Archivist is on pages 7 - 9.
Telepathic Advisor, Manifest Mind, and Information Overload all come online at level 3 as part of "Artificial Mind".
Telepathic Advisor is set at the end of a long rest (No specific mention of actions). Manifest Mind is summoned within 60 feet on a bonus action, or moved up 30 feet as a bonus action. Seeing through it's sense requires an action which can be maintained at the cost of concentration. Information Overload also takes an action and has a range of 5 feet from the Manifest Mind.
Mind Network at level 6 added telepathic communication with people holding on of your infused items and INT mod bonus to psychic damage rolls of spells and Information Overload.
Pure information at level 14 added infinite range teleportation with any of your infused items or the Manifest Mind as destinations (once a day for free and then costing a 2nd level spell slot after that) and an Intelligence Saving throw stun if you used a spell slot with Information Overload.
I don't know what you expect screen shots to show that the PDF doesn't.
It's easier for me to process, seeing the end result on the Beyond character sheet. With that can figure out which bit of information goes where in the builder.
It was a convenience request. Just to format it as closely as I can with the updated level progression.
I'm so glad I found this thread. I just spent the last hour trying to recreate this subclass for a character I'm about to use in my campaign. Here's a link to a character sheet set to level 20 with all of the features.
If you could recreate it accurately and share it, I would be forever in your debt. I really like how the new overall class is set up in terms of the things it can do, but my entire character background only works with the archivist sub class. So if I could get the best of both world you'd be a real one!
You can't make copies of other people's homebrew. DDB doesn't want somebody tweaking a few words, publishing it, and claiming credit for somebody else's work, which is fair. It does mean you'll have to figure out how to implement the Archivist yourself, however. Other folks can tell you how they bludgeoned the shitty homebrew editor into producing certain features, but that's as far as it goes.
I'm so glad I found this thread. I just spent the last hour trying to recreate this subclass for a character I'm about to use in my campaign. Here's a link to a character sheet set to level 20 with all of the features.
If you could recreate it accurately and share it, I would be forever in your debt. I really like how the new overall class is set up in terms of the things it can do, but my entire character background only works with the archivist sub class. So if I could get the best of both world you'd be a real one!
I've actually been working on homebrewing it. Besides the practical considerations of getting the tech right, the framework of the base class has one more subclass feature level than the UA artificer that I'm trying to figure out.
UA- 3, 6, 14
Official: 3,5,9,15
Not sure what to do for level 9. I was thinking either split the Pure Information and Stun from level 14, or nerf initial Manifest Mind and restore it at level 9 (since that was among the things found contentious about the subclass, I believe.)
I've actually been working on homebrewing it. Besides the practical considerations of getting the tech right, the framework of the base class has one more subclass feature level than the UA artificer that I'm trying to figure out.
UA- 3, 6, 14
Official: 3,5,9,15
Not sure what to do for level 9. I was thinking either split the Pure Information and Stun from level 14, or nerf initial Manifest Mind and restore it at level 9 (since that was among the things found contentious about the subclass, I believe.)
I'm working on that right now. My plan was to split artificial mind between 3rd/5th and move Mind Network to 9th, Pure Information to 15th. With some minor rework to balance Mind Network as a 9th level ability
Edit: Although you may have the right idea with manifest at 9th
Please keep us updated on how you implement the Archivist with the new subclass feature structure, i'm very interested. Still debating whether to keep using the UA artificer or switch to the official one.
Please keep us updated on how you implement the Archivist with the new subclass feature structure, i'm very interested. Still debating whether to keep using the UA artificer or switch to the official one.
I'm considering introducing a nerfed Manifest Mind at 3rd level, restoring it at 5th and 9th, and moving Telepathic Adviser to 5th with it granting Expertise in a single chosen skill. Mind Network would be the 9th level feature, but with telepathy between anyone with an imbued item, rather than just between the artificer and one other person.
First time posting on the forums, but I actually adjusted the Archivist to work with the official release like a week ago. Got it cleared with my DM and I'm going to be playing it next session. I kept all the UA features, but adjusted their level to be more in line with the official subclasses, including separating some parts to spread them out for balance.
I'm considering introducing a nerfed Manifest Mind at 3rd level, restoring it at 5th and 9th, and moving Telepathic Adviser to 5th with it granting Expertise in a single chosen skill. Mind Network would be the 9th level feature, but with telepathy between anyone with an imbued item, rather than just between the artificer and one other person.
First time posting on the forums, but I actually adjusted the Archivist to work with the official release like a week ago. Got it cleared with my DM and I'm going to be playing it next session. I kept all the UA features, but adjusted their level to be more in line with the official subclasses, including separating some parts to spread them out for balance.
When we look at the three finalist subclasses, we see some interesting patterns emerge.
1.) There are three focuses. The Alchemist does damage, but focuses on healing and utility. The Artillerist focuses on offense. The Battle Smith focuses both on offense and on healing, so holistic combat.
2.) At 3rd level, each class gets some sort of bonus to their 'focus.' Alchemists get a variety of useful potions. Artillerists get to do 2d8 damage as a bonus action. Battle Smiths get to do 1d8 damage as a bonus action and impose disadvantage on attackers for free.
3.) At 5th level, each class gets a bonus to damage output in various forms (add INT mod, add 1d8, or extra attack).
4.) At 9th level, each class gets another bonus to damage output and/or gets limited uses of healing/temp healing.
5.) At 15th level, Artillerist gets another damage increase and another tactical benefit. Battle Smiths get an improvement to their extra damage and healing. Alchemists get some damage resistances and free uses of valuable healing spells.
I also noted that when it changed from the UA to the ERLW version, the subclasses dependency on construct servants changed dramatically. I really liked that. The Battle Smith is unique in relying on a construct servant. That's consistent with its lore. The Artillerist doesn't have a construct servant anymore - it has a magic gun it can summon. Which is consistent with its lore. The Alchemist doesn't have a construct servant anymore - it just makes potions on the fly. Which is consistent with its lore. In retrospect, forcing every specialty to rely on a construct servant, like how the Battle Smith or Ranger Beast Master does, is, well, forced. It doesn't really make sense for the Alchemist to rely on a construct when they don't specialize in constructs, they specialize in potions.
So the archivist clearly is, in spirit, focused more on utility and tactics/conditions than on pure damage output. So if we want to make a new archivist consistent with the other versions, keeping the specialty focus in mind, we'd probably want something like this:
3rd level - some bonus action option that can do 2d8 damage or does 1d8 and some sort of tactical or utility benefit. Given that Information Overload makes advantage on the next attack against the target, that would mean probably 1d8.
3rd level - (also) some additional noncombat benefit (consistent with the specialty's focus). One option could be that skill proficiency or expertise bonus. Another could be the other uses of the Artificial Mind, which essentially acts as an at-will casting of find familiar. Including both of these AND the damage output at this level would probably be unbalanced.
5th level - some damage output increase, or perhaps divert from precedent and do a smaller damage increase plus a useful skill (see: Mind Network).
9th level - another damage output increase, or perhaps also a condition effect (such as Pure Information's Mind Overload subfeature). Maybe put in the skill proficiency or expertise bonus here instead. Or the Mind Network feature.
15th level - perfect place for adding a moderate numeric increase (to damage or healing) and 1-3 uses of a valuable skill, such as infoportation.
So now that I've written all that out, this is how I would arrange it:
3rd level features: Can summon the Artificial Mind. It can move and Dodge of its own accord, but you can use your bonus action to cast a spell from it, use your action to hijack its senses, or use a bonus action to do (with an INT Save) 1d8 psychic damage + the next attack roll against it has advantage.
5th level features: Add your INT modifier to psychic damage done by Artificer spells or Information Overload. Communicate telepathically with those attuned to your infusions.
9th level features: Information Overload damage increases to 2d8 + INT mod. In addition, when you use Information Overload, you can use a spell slot of 1st level or higher to make it so that if the target fails the saving throw, they're also stunned until the end of your next turn.
15th level features: Resistant to psychic damage. Can use the Infoportation feature once per long rest for free and can use 2nd level spell slots or higher to do it again.
As I designed the Archivist (focuses on tactics and utility, with a fair amount of damage) just here, its progression is now an interesting mix of Alchemist (who focuses on utility and healing) and Battle Smith (who focuses on damage and tactics). They're like the Battle Smith at the 3rd level. They can effectively do 1d8 psychic damage as a bonus action, and the next attack on the target has advantage (as opposed to 1d8 + 2 force damage and disadvantage on attacks against other things). They also can essentially cast find familiar at will. Note that the Artificial Mind can't be harmed, while the Steel Defender can. At 5th level, it gets an INT mod increase to some types of damage, just like the Alchemist. At 9th, a 1d8 increase to a regular feature, the Information Overload. This is similar to the Artillerist's 1d8 increase to cannon attacks at this level (to 3d8) and to the Battle Smith's limited uses of 2d6 increase in damage or healing per long rest. At 15th, like the Alchemist, it gains resistance to a relevant type of damage and has somewhat limited uses of a useful skill.
There we go. :D That was fun! What would you change, NextButton?
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Does anyone have screenshots of the Archivist features? I'm trying to homebrew the class but I can't remember how it was arranged.
The original UA pdf is still accessible.
https://media.wizards.com/2019/dnd/downloads/UA-Artificer2-2019.pdf
I'm looking at that but I can't remember how it was broken down in the features, i.e. how telepathic advisor or manifest mind are divided, how the actions are arranged.
I don't know what you expect screen shots to show that the PDF doesn't.
I'm not sure what you mean? Archivist never got any updates further than what's presented in that document. So what's written there is what it was. Archivist is on pages 7 - 9.
Telepathic Advisor, Manifest Mind, and Information Overload all come online at level 3 as part of "Artificial Mind".
Telepathic Advisor is set at the end of a long rest (No specific mention of actions).
Manifest Mind is summoned within 60 feet on a bonus action, or moved up 30 feet as a bonus action.
Seeing through it's sense requires an action which can be maintained at the cost of concentration.
Information Overload also takes an action and has a range of 5 feet from the Manifest Mind.
Mind Network at level 6 added telepathic communication with people holding on of your infused items and INT mod bonus to psychic damage rolls of spells and Information Overload.
Pure information at level 14 added infinite range teleportation with any of your infused items or the Manifest Mind as destinations (once a day for free and then costing a 2nd level spell slot after that) and an Intelligence Saving throw stun if you used a spell slot with Information Overload.
It's easier for me to process, seeing the end result on the Beyond character sheet. With that can figure out which bit of information goes where in the builder.
It was a convenience request. Just to format it as closely as I can with the updated level progression.
I'm so glad I found this thread. I just spent the last hour trying to recreate this subclass for a character I'm about to use in my campaign. Here's a link to a character sheet set to level 20 with all of the features.
https://ddb.ac/characters/19613592/SxKYjw
If you could recreate it accurately and share it, I would be forever in your debt. I really like how the new overall class is set up in terms of the things it can do, but my entire character background only works with the archivist sub class. So if I could get the best of both world you'd be a real one!
It can't be shared if it has the same features as the UA (Copyright and all that).
We can join a campaign and I can make a copy of it I think. We can figure something out.
You can't make copies of other people's homebrew. DDB doesn't want somebody tweaking a few words, publishing it, and claiming credit for somebody else's work, which is fair. It does mean you'll have to figure out how to implement the Archivist yourself, however. Other folks can tell you how they bludgeoned the shitty homebrew editor into producing certain features, but that's as far as it goes.
Please do not contact or message me.
Thank you! I will do my very best
I've actually been working on homebrewing it. Besides the practical considerations of getting the tech right, the framework of the base class has one more subclass feature level than the UA artificer that I'm trying to figure out.
UA- 3, 6, 14
Official: 3,5,9,15
Not sure what to do for level 9. I was thinking either split the Pure Information and Stun from level 14, or nerf initial Manifest Mind and restore it at level 9 (since that was among the things found contentious about the subclass, I believe.)
I'm working on that right now. My plan was to split artificial mind between 3rd/5th and move Mind Network to 9th, Pure Information to 15th. With some minor rework to balance Mind Network as a 9th level ability
Edit: Although you may have the right idea with manifest at 9th
Please keep us updated on how you implement the Archivist with the new subclass feature structure, i'm very interested. Still debating whether to keep using the UA artificer or switch to the official one.
Watch me play live!
Every other Tuesday 4pm EST #TwilightGrove at @HwithoutLimits
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The new one is certainly more polished. Make two!
I'm considering introducing a nerfed Manifest Mind at 3rd level, restoring it at 5th and 9th, and moving Telepathic Adviser to 5th with it granting Expertise in a single chosen skill. Mind Network would be the 9th level feature, but with telepathy between anyone with an imbued item, rather than just between the artificer and one other person.
Thoughts?
First time posting on the forums, but I actually adjusted the Archivist to work with the official release like a week ago. Got it cleared with my DM and I'm going to be playing it next session. I kept all the UA features, but adjusted their level to be more in line with the official subclasses, including separating some parts to spread them out for balance.
I like it!
How did you end up spreading them out?
When we look at the three finalist subclasses, we see some interesting patterns emerge.
1.) There are three focuses. The Alchemist does damage, but focuses on healing and utility. The Artillerist focuses on offense. The Battle Smith focuses both on offense and on healing, so holistic combat.
2.) At 3rd level, each class gets some sort of bonus to their 'focus.' Alchemists get a variety of useful potions. Artillerists get to do 2d8 damage as a bonus action. Battle Smiths get to do 1d8 damage as a bonus action and impose disadvantage on attackers for free.
3.) At 5th level, each class gets a bonus to damage output in various forms (add INT mod, add 1d8, or extra attack).
4.) At 9th level, each class gets another bonus to damage output and/or gets limited uses of healing/temp healing.
5.) At 15th level, Artillerist gets another damage increase and another tactical benefit. Battle Smiths get an improvement to their extra damage and healing. Alchemists get some damage resistances and free uses of valuable healing spells.
I also noted that when it changed from the UA to the ERLW version, the subclasses dependency on construct servants changed dramatically. I really liked that. The Battle Smith is unique in relying on a construct servant. That's consistent with its lore. The Artillerist doesn't have a construct servant anymore - it has a magic gun it can summon. Which is consistent with its lore. The Alchemist doesn't have a construct servant anymore - it just makes potions on the fly. Which is consistent with its lore. In retrospect, forcing every specialty to rely on a construct servant, like how the Battle Smith or Ranger Beast Master does, is, well, forced. It doesn't really make sense for the Alchemist to rely on a construct when they don't specialize in constructs, they specialize in potions.
So the archivist clearly is, in spirit, focused more on utility and tactics/conditions than on pure damage output. So if we want to make a new archivist consistent with the other versions, keeping the specialty focus in mind, we'd probably want something like this:
3rd level - some bonus action option that can do 2d8 damage or does 1d8 and some sort of tactical or utility benefit. Given that Information Overload makes advantage on the next attack against the target, that would mean probably 1d8.
3rd level - (also) some additional noncombat benefit (consistent with the specialty's focus). One option could be that skill proficiency or expertise bonus. Another could be the other uses of the Artificial Mind, which essentially acts as an at-will casting of find familiar. Including both of these AND the damage output at this level would probably be unbalanced.
5th level - some damage output increase, or perhaps divert from precedent and do a smaller damage increase plus a useful skill (see: Mind Network).
9th level - another damage output increase, or perhaps also a condition effect (such as Pure Information's Mind Overload subfeature). Maybe put in the skill proficiency or expertise bonus here instead. Or the Mind Network feature.
15th level - perfect place for adding a moderate numeric increase (to damage or healing) and 1-3 uses of a valuable skill, such as infoportation.
So now that I've written all that out, this is how I would arrange it:
3rd level features: Can summon the Artificial Mind. It can move and Dodge of its own accord, but you can use your bonus action to cast a spell from it, use your action to hijack its senses, or use a bonus action to do (with an INT Save) 1d8 psychic damage + the next attack roll against it has advantage.
5th level features: Add your INT modifier to psychic damage done by Artificer spells or Information Overload. Communicate telepathically with those attuned to your infusions.
9th level features: Information Overload damage increases to 2d8 + INT mod. In addition, when you use Information Overload, you can use a spell slot of 1st level or higher to make it so that if the target fails the saving throw, they're also stunned until the end of your next turn.
15th level features: Resistant to psychic damage. Can use the Infoportation feature once per long rest for free and can use 2nd level spell slots or higher to do it again.
As I designed the Archivist (focuses on tactics and utility, with a fair amount of damage) just here, its progression is now an interesting mix of Alchemist (who focuses on utility and healing) and Battle Smith (who focuses on damage and tactics). They're like the Battle Smith at the 3rd level. They can effectively do 1d8 psychic damage as a bonus action, and the next attack on the target has advantage (as opposed to 1d8 + 2 force damage and disadvantage on attacks against other things). They also can essentially cast find familiar at will. Note that the Artificial Mind can't be harmed, while the Steel Defender can. At 5th level, it gets an INT mod increase to some types of damage, just like the Alchemist. At 9th, a 1d8 increase to a regular feature, the Information Overload. This is similar to the Artillerist's 1d8 increase to cannon attacks at this level (to 3d8) and to the Battle Smith's limited uses of 2d6 increase in damage or healing per long rest. At 15th, like the Alchemist, it gains resistance to a relevant type of damage and has somewhat limited uses of a useful skill.
There we go. :D That was fun! What would you change, NextButton?