The base artificer needs two buffs, both based on the class fantasy:
They need to 1/level create a permanent magic item
They need to be at least as good as a wizard at "artificer spells" like Magic Mouth, Continual Flame, and Wall of Stone. The spells that create things
Then there are the subclasses.
Battle Smith: Great. No notes (other possibly than adding Weapon Masteries)
Artillerist: Great in a dungeon crawling campaign. Not great in a wilderness campaign because the cannon only lasts an hour and an artillerist that either doesn't summon a cannon in combat or summons in the first round is a sad panda.
Armourer: Whyyyy can't you enchant both their special weapon and their armour at the same time before level 10?
Alchemist: Needs serious buffs to be the 'cleric artificer' it's trying to be
id say the battlesmith isnt bad but it forgets about the whole steel defender for 12 levels all together
The base artificer needs two buffs, both based on the class fantasy:
They need to 1/level create a permanent magic item
They need to be at least as good as a wizard at "artificer spells" like Magic Mouth, Continual Flame, and Wall of Stone. The spells that create things
Then there are the subclasses.
Battle Smith: Great. No notes (other possibly than adding Weapon Masteries)
Artillerist: Great in a dungeon crawling campaign. Not great in a wilderness campaign because the cannon only lasts an hour and an artillerist that either doesn't summon a cannon in combat or summons in the first round is a sad panda.
Armourer: Whyyyy can't you enchant both their special weapon and their armour at the same time before level 10?
Alchemist: Needs serious buffs to be the 'cleric artificer' it's trying to be
Almost.... see the thing is... my Alchemist, Heydan Seegil of "Big Pharma", is a habitual ginyak smoker and so my infused items starting at level 3 are an Pot Of Awakening with a Ginyak Shrub in it so I can grow my weed on the go while adventuring and a Pipe of Smoke Monsters to smoke it. Restricting me to only 1 enchanted item and a common one at that is so nerf-herding lame.
Come on, I mean, I understand the rogue of the group with the Zhentarim was selling the harder stuff; but that isn't me. I told them to recycle our product waste and I'll admit I never asked how they recycled it, but I couldn't fathom that selling it would be how they would go about doing it. All I am saying is that isn't my bag and I do not feel like we need to put out the fire on the mountain just because the Zhentarim got involved.
(EDIT: I do agree with the buff for the Alchemist. The Elixirs are lackluster.)
Playing an armorer for a year now, level 7. 1-4 was super painful. It's filling out now that I finally have a decent number of spell slots. Nowhere near enough infusions available (or worthwhile), 2 cantrips is one too few, and one of my infusions felt held hostage as a bag of holding until we finally got a 'real' one. If infusions known could be swapped on long rest that would be awesome -- but when you only know a couple, can only manifest 2 and can't swap except on level there's really no flexibility to bring.
Playing an armorer for a year now, level 7. 1-4 was super painful. It's filling out now that I finally have a decent number of spell slots. Nowhere near enough infusions available (or worthwhile), 2 cantrips is one too few, and one of my infusions felt held hostage as a bag of holding until we finally got a 'real' one. If infusions known could be swapped on long rest that would be awesome -- but when you only know a couple, can only manifest 2 and can't swap except on level there's really no flexibility to bring.
you know you can craft items at any level right? just build up some gold tell your party to wait for a day or two then boom
To call player-made magic item crafting a system is generous. The designers made a quarter of a system, then handwaved a "I guess you could make players do activity like A or B", and then mentioned "Also, they need C component, but we're not going to tell you how to get that."
To call player-made magic item crafting a system is generous. The designers made a quarter of a system, then handwaved a "I guess you could make players do activity like A or B", and then mentioned "Also, they need C component, but we're not going to tell you how to get that."
fair enough tho you can look on the internet and find about a million better ones
To call player-made magic item crafting a system is generous. The designers made a quarter of a system, then handwaved a "I guess you could make players do activity like A or B", and then mentioned "Also, they need C component, but we're not going to tell you how to get that."
fair enough tho you can look on the internet and find about a million better ones
No. The flaw of a non-system is that the DM is still left with load of work to do to get the system to work. The same applies when you try to get the DM to read up on a million better systems for the same thing, choose one that kinda fits into the game, and make the required adjustments. It does not work out of the box. It is shit. And it is built on top of the pile of shit that is "magic items are totes optional, breh".
To call player-made magic item crafting a system is generous. The designers made a quarter of a system, then handwaved a "I guess you could make players do activity like A or B", and then mentioned "Also, they need C component, but we're not going to tell you how to get that."
fair enough tho you can look on the internet and find about a million better ones
No. The flaw of a non-system is that the DM is still left with load of work to do to get the system to work. The same applies when you try to get the DM to read up on a million better systems for the same thing, choose one that kinda fits into the game, and make the required adjustments. It does not work out of the box. It is shit. And it is built on top of the pile of shit that is "magic items are totes optional, breh".
I just follow what similar spells that do the same have for components and use those. Harvesting spell components has always been up to the DM because it is hard to use at a table just like item weights etc. I like games with them though because casters are broken without components weighing them down. Most 5e games didn't use them though.
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id say the battlesmith isnt bad but it forgets about the whole steel defender for 12 levels all together
Almost.... see the thing is... my Alchemist, Heydan Seegil of "Big Pharma", is a habitual ginyak smoker and so my infused items starting at level 3 are an Pot Of Awakening with a Ginyak Shrub in it so I can grow my weed on the go while adventuring and a Pipe of Smoke Monsters to smoke it. Restricting me to only 1 enchanted item and a common one at that is so nerf-herding lame.
Come on, I mean, I understand the rogue of the group with the Zhentarim was selling the harder stuff; but that isn't me. I told them to recycle our product waste and I'll admit I never asked how they recycled it, but I couldn't fathom that selling it would be how they would go about doing it. All I am saying is that isn't my bag and I do not feel like we need to put out the fire on the mountain just because the Zhentarim got involved.
(EDIT: I do agree with the buff for the Alchemist. The Elixirs are lackluster.)
"Life is Cast by Random Dice"
Burn my candle twice.
I have done my life justice
Against random dice.
Playing an armorer for a year now, level 7. 1-4 was super painful. It's filling out now that I finally have a decent number of spell slots. Nowhere near enough infusions available (or worthwhile), 2 cantrips is one too few, and one of my infusions felt held hostage as a bag of holding until we finally got a 'real' one. If infusions known could be swapped on long rest that would be awesome -- but when you only know a couple, can only manifest 2 and can't swap except on level there's really no flexibility to bring.
you know you can craft items at any level right? just build up some gold tell your party to wait for a day or two then boom
To call player-made magic item crafting a system is generous. The designers made a quarter of a system, then handwaved a "I guess you could make players do activity like A or B", and then mentioned "Also, they need C component, but we're not going to tell you how to get that."
fair enough tho you can look on the internet and find about a million better ones
No. The flaw of a non-system is that the DM is still left with load of work to do to get the system to work. The same applies when you try to get the DM to read up on a million better systems for the same thing, choose one that kinda fits into the game, and make the required adjustments.
It does not work out of the box. It is shit. And it is built on top of the pile of shit that is "magic items are totes optional, breh".
I just follow what similar spells that do the same have for components and use those. Harvesting spell components has always been up to the DM because it is hard to use at a table just like item weights etc. I like games with them though because casters are broken without components weighing them down. Most 5e games didn't use them though.
"Life is Cast by Random Dice"
Burn my candle twice.
I have done my life justice
Against random dice.