I’ll just throw my hat in here, as I was super against Mind Overload feature of the UA Archivist, and hope people rebuilding it can nerf it before publishing.
Mind Overload’s stun steps a lot on Monk’s Stunning strikes and is undeniably hugely overpowered in comparison: SS is Melee while MO is Ranged, Con save vs Secondary Stat (Wis) is a lot easier than Int save vs Primary Casting stat (Int), SS requires you hit with Dex Attack first while MO is just two Spell Saves, Ki and Spell Slots have comparable amount, Spell slots are at the same time converted into nice damage while Ki cost reduces the Monk’s possible damage output.
Let’s look at a Tarrasque vs lvl 20 Monk with 20 Dex and 20 Wis. +11 hit vs AC 25 -> 35% chance to hit to hit, +10 save vs 19 stun save -> 55% -> 19% chance per attack, multiple attacks means ~48% or ~60% chance to stun with flurry. Lvl 20 Archivist, +5 save vs 19 spell save -> 65% hit & 65% fail save -> 45% chance to stun. This is mostly due to its Int save proficiency but point is there is way more high Con high AC creatures that you want to stun than there is high Int creatures.
Finally to actually contribute, I’d say: 3rd, Manifest as MA, BA 1d8, Remote Casting. (if the AM is not in line of sight it demanifests when you use BA or Cast through it. 5th +Int damage to Information Overload and Cantrips and maybe make any cantrip deal Psychic damage. 9th Spell Ramp Information Overload. If using MA. (Damage Ramp handled from this level on) 14th Infoportation and Telepathy. Also I like Flash of Genius so maybe an upgrade to that at lvl 14 to add to Attacks, Damage or AC when used.
There we go. :D That was fun! What would you change, NextButton?
That's awesome! I think this revision may be a bit too combat focused for the Archivist. I didn't see the Telepathic Advisor feature, which I think is crucial for the theme.
But still, an excellent evaluation and super helpful!
Kept Artificial Mind with Telepathic Adviser and Manifest Mind as is (considered trying to make the mind kind of like a familiar with HP and stuff to nerf it a it but I'm not familiar enough with homebrewing to feel comfortable.
Information Overload at 5th. Mind Network at 9th, with Magical Telephony and changed the +INT to Information Overload to include psychic resistance (Makes sense to me, but IO itself needs to be nerfed). Magical Telephony no longer works across planes until 15th level. 15th I have Pure Information that now has Mind Overload and Infoportation (Infoportation now allows Magical Telephony to work across planes as well.)
Sorry for the somewhat late reply. And I know it needs work still, but as I said, first time homebrewing it.
EDIT: Oh, and I got rid of the material restriction of the Artificial Mind's proficiencies. Plus you get proficiency with Calligrapher's Tools in the same way that the other Subclasses give you a relevant tool proficiency.
EDIT 2: Also replaced the Dissonant Whispers from the expanded spell list with Illusory Script. Sorry for all the edits.
Finally to actually contribute, I’d say: 3rd, Manifest as MA, BA 1d8, Remote Casting. (if the AM is not in line of sight it demanifests when you use BA or Cast through it. 5th +Int damage to Information Overload and Cantrips and maybe make any cantrip deal Psychic damage. 9th Spell Ramp Information Overload. If using MA. (Damage Ramp handled from this level on) 14th Infoportation and Telepathy. Also I like Flash of Genius so maybe an upgrade to that at lvl 14 to add to Attacks, Damage or AC when used.
So if the cantrip scaling was replaced with a spell slot cost, you think that would be a more balanced implementation?
And I'm probably going to reduce the range the mind can be away from the Archivist.
So I was programming in the material choices for the level 3 features, when I realized I really don't like them and have a better idea for that part of the feature's that's more in line with the flavor of archivist. The rest sprung from that. Check it:
Artificial Mind At 3rd level, you discover how to awaken a mind inside an object. Whenever you finish a long rest and your calligrapher’s supplies are with you, you can magically rouse a keen mind within a Tiny, nonmagical object on which you write mystical symbols. The object is a magic item while the mind is inside it, and you can use it as a spellcasting focus. If you already have an artificial mind from this feature, the first one immediately dissipates. The magic item has the following properties.
Telepathic Advisor. The artificial mind telepathically supplies you with advice and information about certain topics: while the item is on your person, you have proficiency in two Intelligence, Wisdom or Charisma skills of your choice. You can swap these out [on long rest? on level? Thoughts?] Additionally, the mind records and archives information for you. It always knows which way is north, how many hours there are left to sunrise or sunset and it can accurately recall anything it has sensed within the past month. Any information stored in the mind will be lost if the mind is destroyed or if the information is older than 30 days unless you take time to transcribe it elsewhere.
Manifest Mind. As a bonus action while the item is on your person, you can cause the mind to manifest as a Tiny spectral presence, hovering in an unoccupied space of your choice within 60 feet of you. This presence is intangible and invulnerable, and it sheds dim light in a 10-foot radius. You determine its appearance. While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. As an action, you can hear and see using the mind’s senses, instead of your own, until your concentration ends (as if concentrating on a spell). As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects. The spectral mind stops manifesting if it is ever more than 300 feet away from its magic item or if you dismiss it as a bonus action.When you cast an artificer spell on your turn, you can cast it as if you were in the spectral mind’s space, instead of your own, using its senses. You can do so a number of times per day equal to your Intelligence modifier (at least once), and you regain all expended uses when you finish a long rest.
Mind Network
At 5th level, you’ve learned how to use your artifices to access minds, to communicate and provide valuable intel. Magical Telephony. While you have your Artificial Mind item on your person, you can communicate telepathically with anyone carrying an item bearing one of your artificer infusions, as the mind transmits your thoughts to each other. That person can also communicate telepathically with you as long as they have the item. This two-way communication can even cross planar boundaries.
Battle Tactics. Your artificial mind can now take the initiative to point out potential vulnerabilities in enemy defenses that your allies can exploit or give warning of impeding danger. At the top of the initiative order you declare whether your mind will use battle tactics or receive a command from you. While using battle tactics, you can cause the mind to give one ally within 30ft of it advantage on their next attack or saving thrown. This can only happen once per turn.
Information Overload
At 9th level your artificial mind can lash out at enemies, causing damage or confusion. As a bonus action while the item is on your person, you can try to magically overload the thoughts of one creature you or the mind can see that is within 5 feet of the manifested mind. Unless the target succeeds on an Intelligence saving throw against your spell save DC, the target takes 2d8 psychic damage. Whenever you deal damage with this feature, you can expend a spell slot to deal extra damage to the target. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than first. When a target takes damage this way, its thoughts are scrambled. If it is hit with this feature again and fails its save, it becomes stunned until the end of your next turn. If the creature successfully resists being stunned this way, it is immune to being stunned by this feature for 24 hours.
Pure Information
At 15th level, your Artificial Mind is able to receive and transmit more information than ever before. Mind Overload. When you expend a spell slot to increase the damage of Information Overload, the target has disadvantage on its saving throw to resist the effect.
Infoportation. As an action while your Artificial Mind magic item is on your person, you cause the mind to turn you into pure information, teleporting you to the unoccupied space nearest to the spectral mind or to an item bearing one of your artificer infusions, where you physically reappear. You can teleport in this way once for free and must finish a long rest before doing so again. You can also use this special ability by expending a spell slot of 2nd level or higher.
So yeah, overrall, stripped the damage from the lower levels and made it more support/flavorful based on the archivist well... archiving. More support, more emphasis on storing and using information. There's probably some more fluff to be written for how to dump the info from the mind before it expires but I figure that's more for each player to work out than a class feature.
Not a bad idea but it does leave the Archivist low on any damage potential for levels 1-9 and then flips to a damage class.
For the 5th level Battle tactics, you don’t need to get too fancy with it, just say the Artificial mind can take the Help Action as a Bonus Action on your turn, if I read correctly that would give someone advantage on next attack until your next turn.
After that at 9th I have explained how I don’t like the stun aspect so I wouldn’t like it at 9th level with a further booster at 15th. And lastly the sentence “if it is hit with this feature again” is a bit clunky as it would take two turn set up? Just say if it takes damage do the Save or stun, unless you were intending to balance in this way.
Finally to actually contribute, I’d say: 3rd, Manifest as MA, BA 1d8, Remote Casting. (if the AM is not in line of sight it demanifests when you use BA or Cast through it. 5th +Int damage to Information Overload and Cantrips and maybe make any cantrip deal Psychic damage. 9th Spell Ramp Information Overload. If using MA. (Damage Ramp handled from this level on) 14th Infoportation and Telepathy. Also I like Flash of Genius so maybe an upgrade to that at lvl 14 to add to Attacks, Damage or AC when used.
So if the cantrip scaling was replaced with a spell slot cost, you think that would be a more balanced implementation?
And I'm probably going to reduce the range the mind can be away from the Archivist.
Yup I think if it was replaced with Move + 1d8+Int on BA from early levels then Adding MA Ranged no base damage Smite at higher levels. I think that would be okay balance wise.
Maybe BA with +Int at 3rd level, straight into MA Smite at 5th level and proficiencies and telecommunication at 9th level, The only question remains about the 14th level feature as I don’t approve of Int Save stunning 15 times a day, maybe 1 per creature as CrutchCricket suggested?
Kept Artificial Mind with Telepathic Adviser and Manifest Mind as is (considered trying to make the mind kind of like a familiar with HP and stuff to nerf it a it but I'm not familiar enough with homebrewing to feel comfortable.
Information Overload at 5th. Mind Network at 9th, with Magical Telephony and changed the +INT to Information Overload to include psychic resistance (Makes sense to me, but IO itself needs to be nerfed). Magical Telephony no longer works across planes until 15th level. 15th I have Pure Information that now has Mind Overload and Infoportation (Infoportation now allows Magical Telephony to work across planes as well.)
Sorry for the somewhat late reply. And I know it needs work still, but as I said, first time homebrewing it.
EDIT: Oh, and I got rid of the material restriction of the Artificial Mind's proficiencies. Plus you get proficiency with Calligrapher's Tools in the same way that the other Subclasses give you a relevant tool proficiency.
EDIT 2: Also replaced the Dissonant Whispers from the expanded spell list with Illusory Script. Sorry for all the edits.
Resistance makes sense. Removing the materials from Advisor streamlines it. I like the spell swap, but that takes a lot of the bite out if the early Archivist
So I was programming in the material choices for the level 3 features, when I realized I really don't like them and have a better idea for that part of the feature's that's more in line with the flavor of archivist. The rest sprung from that. Check it:....
So yeah, overrall, stripped the damage from the lower levels and made it more support/flavorful based on the archivist well... archiving. More support, more emphasis on storing and using information. There's probably some more fluff to be written for how to dump the info from the mind before it expires but I figure that's more for each player to work out than a class feature.
I really like the idea of removing the materials and picking any two from the three abilities. (Wish I had thought of that before adding them all in lol)
Yup I think if it was replaced with Move + 1d8+Int on BA from early levels then Adding MA Ranged no base damage Smite at higher levels. I think that would be okay balance wise.
Maybe BA with +Int at 3rd level, straight into MA Smite at 5th level and proficiencies and telecommunication at 9th level, The only question remains about the 14th level feature as I don’t approve of Int Save stunning 15 times a day, maybe 1 per creature as CrutchCricket suggested?
I don't think I'm seeing the same issue with the stun effect. The most you could *safely* use it is 6 times, and that would drain your Mind casting feature. And any instance that the Archivist is using the stun at 5ft, you're REALLY going to want that to work to get the hell away from whatever is threatening you. I could be very wrong though, I haven't had much high level play.
I haven’t even playtested I’m just going off the math potential I see, and ofcourse could be wrong too.
I don’t see a reason the Archivist would ever be 5ft away from a creature, they’ll always be doing this at range. I don’t understand your safely? They can use it as many times as they have Spell slots which is increasing quite quickly as fast as monks ki. There is nothing better for them to use spell slots for. And finally it doesn’t drain the Mind casting feature because you still get the damage. It’s like Stunning strike being, every time you use FoB you get free Stunning Strike. Maybe if it was “when you use a spell slot you can choose to forgo the damage to instead cause a stun?” Then it might be an actual choice, now it is just free OP.
Hell I am fairly sure DMs don’t much enjoy monks either due to Stunning strike, save or stun is like a minor form of save or die, because the Creature misses its turn completely, then may get stunned Again and by 1 full turn of uncontested beating may well be dead already.
@CrutchCricket I really like what you did with the Telepathic Advisor feature by making it a lot easier and more intuitive to use. I think that changing the skill at long rest is best, as opposed to changing it at a level increase (Artificers are meant to be versatile). I also really like your Battle Tactics idea.
I agree with what Arutha said, though, where it's a pretty jarring change to suddenly being a combat class at level 9.
If the Archivist is supposed to be consistent with the 3 official versions (which it doesn't have to be :) ) then it would be more suitable for it to start focused on a mix of combat and noncombat, then later features focusing on nondamage things. This is how the Alchemist, who is a utility-focused subclass, is structured.
Also, looking at the UA Archivist, it really is a pretty combat-focused class. It does a fair amount of damage, but is really unique among the Artificer specialties because it focuses the most on tactical benefits (advantage on the next attack roll against the victim of Information Overload, from level 3 on; stunning at level 14; super long range fighting thanks to the artificial mind 300 ft travel radius; compare this to the Artillerist, who gets group half cover at level 14/15). I like how your Battle Tactics feature is consistent with that. But to be comparable to the other subclasses, it should be able to do 1d8 damage + a tactical effect as a bonus action at 3rd level, with another damage increase at level 5 and yet another damage/healing/tactical improvement at level 9.
For me, the #1 issue with fitting the Archivist to the official release is knowing where to put that gosh darn skill bonus. I think providing Manifest Mind, Information Overload (1d8 psychic + advantage on next attack roll against the target), and one skill's worth of Telepathic Advisor at level 3 would be reasonable. Then increase Telepathic Advisor to a second skill at level 9 or 15.
I haven’t even playtested I’m just going off the math potential I see, and ofcourse could be wrong too.
I don’t see a reason the Archivist would ever be 5ft away from a creature, they’ll always be doing this at range. I don’t understand your safely? They can use it as many times as they have Spell slots which is increasing quite quickly as fast as monks ki. There is nothing better for them to use spell slots for. And finally it doesn’t drain the Mind casting feature because you still get the damage. It’s like Stunning strike being, every time you use FoB you get free Stunning Strike. Maybe if it was “when you use a spell slot you can choose to forgo the damage to instead cause a stun?” Then it might be an actual choice, now it is just free OP.
Hell I am fairly sure DMs don’t much enjoy monks either due to Stunning strike, save or stun is like a minor form of save or die, because the Creature misses its turn completely, then may get stunned Again and by 1 full turn of uncontested beating may well be dead already.
Information Overload has a 5ft range, but can be cast from the Artificial Mind. The mind has a limited number of times it can be the casting point equal to the casters intelligence modifier.
..... however, I may have misinterpreted the wording.
For me, the #1 issue with fitting the Archivist to the official release is knowing where to put that gosh darn skill bonus. I think providing Manifest Mind, Information Overload (1d8 psychic + advantage on next attack roll against the target), and one skill's worth of Telepathic Advisor at level 3 would be reasonable. Then increase Telepathic Advisor to a second skill at level 9 or 15.
This isn't bad. Although I've never considered the Archivist to be a combat class. You could have one skill proficiency at 3rd and another later on, possibly even an Expertise if were feeling froggy
Information Overload has a 5ft range, but can be cast from the Artificial Mind. The mind has a limited number of times it can be the casting point equal to the casters intelligence modifier.
.... however, I may have misinterpreted the wording.
Yup I find that old range, movement, and action economy the worst part of the class. I’d suggest on BA Move and Cast 1d8+Int with a further 30ft range.
Rereading for surety, The number of times limit is on remote casting, but no limit on the Mind Overload except the Smite part limited by Spell slots. And the stun comes for free whenever you deal the Smite damage.
Hmm, good feedback everyone. I had though the main issue people had with the Artificial/Manifest mind was that it was a 300ft range invincible scout that could also attack and essentially smite when it does so. I figured that'd be more acceptable at later levels when other classes could nuke for a lot more. But given that base artificer just lost a lot combat potential (Arcane weapon, crossbows, extra attack) I guess it does leave them a little hurting at lower levels.
Ok, so we can do base Information Overload at 3rd level, 1BA for 1d8 psychic + smite, improved damage at level 9.
Regarding Battle tactics, referencing the Help action is simpler (I could say it takes the Help action automatically unless you give it a command) but Help only has a 5ft range , doesn't work on saving throws and it's active only after your turn if you don't use the mind for anything else. Initially I wanted to make it a reaction, but that'd conflict with Flash of Genius two levels later. I heard someone talk about possibly enhancing Flash of Genius- what if you could combine them when you get it? It's a little clunky getting a feature, and then upgrading it two levels later but.. I'll think about it.
The stun at 9th level was intended to be balanced by taking an extra turn to do, as well as providing the immunity on save. I took the monk comments into consideration, even though I don't think it's that much of an overstep. Stunning Strike is good but it's not exactly the signature ability of monks, they have so many other things they do with their ki. Still, moving it up was a risk, but I hope the lateral move into making it more different as opposed to just potentially better helps. Archivist stun has the potential to stunlock and keep doing damage, but it also has the chance to fail completely. And for anytime it actually matters, bosses can just laugh at it in Legendary Resistance.
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I’ll just throw my hat in here, as I was super against Mind Overload feature of the UA Archivist, and hope people rebuilding it can nerf it before publishing.
Mind Overload’s stun steps a lot on Monk’s Stunning strikes and is undeniably hugely overpowered in comparison: SS is Melee while MO is Ranged, Con save vs Secondary Stat (Wis) is a lot easier than Int save vs Primary Casting stat (Int), SS requires you hit with Dex Attack first while MO is just two Spell Saves, Ki and Spell Slots have comparable amount, Spell slots are at the same time converted into nice damage while Ki cost reduces the Monk’s possible damage output.
Let’s look at a Tarrasque vs lvl 20 Monk with 20 Dex and 20 Wis. +11 hit vs AC 25 -> 35% chance to hit to hit, +10 save vs 19 stun save -> 55% -> 19% chance per attack, multiple attacks means ~48% or ~60% chance to stun with flurry. Lvl 20 Archivist, +5 save vs 19 spell save -> 65% hit & 65% fail save -> 45% chance to stun. This is mostly due to its Int save proficiency but point is there is way more high Con high AC creatures that you want to stun than there is high Int creatures.
Finally to actually contribute, I’d say: 3rd, Manifest as MA, BA 1d8, Remote Casting. (if the AM is not in line of sight it demanifests when you use BA or Cast through it. 5th +Int damage to Information Overload and Cantrips and maybe make any cantrip deal Psychic damage. 9th Spell Ramp Information Overload. If using MA. (Damage Ramp handled from this level on) 14th Infoportation and Telepathy. Also I like Flash of Genius so maybe an upgrade to that at lvl 14 to add to Attacks, Damage or AC when used.
That's awesome! I think this revision may be a bit too combat focused for the Archivist. I didn't see the Telepathic Advisor feature, which I think is crucial for the theme.
But still, an excellent evaluation and super helpful!
That was my #1 big concern too. :) Getting the combat/noncombat focus balance right.
How do you plan to include Telepathic Advisor?
Kept Artificial Mind with Telepathic Adviser and Manifest Mind as is (considered trying to make the mind kind of like a familiar with HP and stuff to nerf it a it but I'm not familiar enough with homebrewing to feel comfortable.
Information Overload at 5th. Mind Network at 9th, with Magical Telephony and changed the +INT to Information Overload to include psychic resistance (Makes sense to me, but IO itself needs to be nerfed). Magical Telephony no longer works across planes until 15th level. 15th I have Pure Information that now has Mind Overload and Infoportation (Infoportation now allows Magical Telephony to work across planes as well.)
Sorry for the somewhat late reply. And I know it needs work still, but as I said, first time homebrewing it.
EDIT: Oh, and I got rid of the material restriction of the Artificial Mind's proficiencies. Plus you get proficiency with Calligrapher's Tools in the same way that the other Subclasses give you a relevant tool proficiency.
EDIT 2: Also replaced the Dissonant Whispers from the expanded spell list with Illusory Script. Sorry for all the edits.
So if the cantrip scaling was replaced with a spell slot cost, you think that would be a more balanced implementation?
And I'm probably going to reduce the range the mind can be away from the Archivist.
So I was programming in the material choices for the level 3 features, when I realized I really don't like them and have a better idea for that part of the feature's that's more in line with the flavor of archivist. The rest sprung from that. Check it:
Artificial Mind
At 3rd level, you discover how to awaken a mind inside an object. Whenever you finish a long rest and your calligrapher’s supplies are with you, you can magically rouse a keen mind within a Tiny, nonmagical object on which you write mystical symbols. The object is a magic item while the mind is inside it, and you can use it as a spellcasting focus. If you already have an artificial mind from this feature, the first one immediately dissipates. The magic item has the following properties.
Telepathic Advisor. The artificial mind telepathically supplies you with advice and information about certain topics: while the item is on your person, you have proficiency in two Intelligence, Wisdom or Charisma skills of your choice. You can swap these out [on long rest? on level? Thoughts?] Additionally, the mind records and archives information for you. It always knows which way is north, how many hours there are left to sunrise or sunset and it can accurately recall anything it has sensed within the past month. Any information stored in the mind will be lost if the mind is destroyed or if the information is older than 30 days unless you take time to transcribe it elsewhere.
Manifest Mind. As a bonus action while the item is on your person, you can cause the mind to manifest as a Tiny spectral presence, hovering in an unoccupied space of your choice within 60 feet of you. This presence is intangible and invulnerable, and it sheds dim light in a 10-foot radius. You determine its appearance. While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. As an action, you can hear and see using the mind’s senses, instead of your own, until your concentration ends (as if concentrating on a spell). As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects. The spectral mind stops manifesting if it is ever more than 300 feet away from its magic item or if you dismiss it as a bonus action.When you cast an artificer spell on your turn, you can cast it as if you were in the spectral mind’s space, instead of your own, using its senses. You can do so a number of times per day equal to your Intelligence modifier (at least once), and you regain all expended uses when you finish a long rest.
Mind Network
At 5th level, you’ve learned how to use your artifices to access minds, to communicate and provide valuable intel.
Magical Telephony. While you have your Artificial Mind item on your person, you can communicate telepathically with anyone carrying an item bearing one of your artificer infusions, as the mind transmits your thoughts to each other. That person can also communicate telepathically with you as long as they have the item. This two-way communication can even cross planar boundaries.
Battle Tactics. Your artificial mind can now take the initiative to point out potential vulnerabilities in enemy defenses that your allies can exploit or give warning of impeding danger. At the top of the initiative order you declare whether your mind will use battle tactics or receive a command from you. While using battle tactics, you can cause the mind to give one ally within 30ft of it advantage on their next attack or saving thrown. This can only happen once per turn.
Information Overload
At 9th level your artificial mind can lash out at enemies, causing damage or confusion. As a bonus action while the item is on your person, you can try to magically overload the thoughts of one creature you or the mind can see that is within 5 feet of the manifested mind. Unless the target succeeds on an Intelligence saving throw against your spell save DC, the target takes 2d8 psychic damage. Whenever you deal damage with this feature, you can expend a spell slot to deal extra damage to the target. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than first. When a target takes damage this way, its thoughts are scrambled. If it is hit with this feature again and fails its save, it becomes stunned until the end of your next turn. If the creature successfully resists being stunned this way, it is immune to being stunned by this feature for 24 hours.
Pure Information
At 15th level, your Artificial Mind is able to receive and transmit more information than ever before.
Mind Overload. When you expend a spell slot to increase the damage of Information Overload, the target has disadvantage on its saving throw to resist the effect.
Infoportation. As an action while your Artificial Mind magic item is on your person, you cause the mind to turn you into pure information, teleporting you to the unoccupied space nearest to the spectral mind or to an item bearing one of your artificer infusions, where you physically reappear. You can teleport in this way once for free and must finish a long rest before doing so again. You can also use this special ability by expending a spell slot of 2nd level or higher.
So yeah, overrall, stripped the damage from the lower levels and made it more support/flavorful based on the archivist well... archiving. More support, more emphasis on storing and using information. There's probably some more fluff to be written for how to dump the info from the mind before it expires but I figure that's more for each player to work out than a class feature.
Not a bad idea but it does leave the Archivist low on any damage potential for levels 1-9 and then flips to a damage class.
For the 5th level Battle tactics, you don’t need to get too fancy with it, just say the Artificial mind can take the Help Action as a Bonus Action on your turn, if I read correctly that would give someone advantage on next attack until your next turn.
After that at 9th I have explained how I don’t like the stun aspect so I wouldn’t like it at 9th level with a further booster at 15th. And lastly the sentence “if it is hit with this feature again” is a bit clunky as it would take two turn set up? Just say if it takes damage do the Save or stun, unless you were intending to balance in this way.
Yup I think if it was replaced with Move + 1d8+Int on BA from early levels then Adding MA Ranged no base damage Smite at higher levels. I think that would be okay balance wise.
Maybe BA with +Int at 3rd level, straight into MA Smite at 5th level and proficiencies and telecommunication at 9th level, The only question remains about the 14th level feature as I don’t approve of Int Save stunning 15 times a day, maybe 1 per creature as CrutchCricket suggested?
Resistance makes sense. Removing the materials from Advisor streamlines it. I like the spell swap, but that takes a lot of the bite out if the early Archivist
I really like the idea of removing the materials and picking any two from the three abilities. (Wish I had thought of that before adding them all in lol)
I don't think I'm seeing the same issue with the stun effect. The most you could *safely* use it is 6 times, and that would drain your Mind casting feature. And any instance that the Archivist is using the stun at 5ft, you're REALLY going to want that to work to get the hell away from whatever is threatening you. I could be very wrong though, I haven't had much high level play.
I haven’t even playtested I’m just going off the math potential I see, and ofcourse could be wrong too.
I don’t see a reason the Archivist would ever be 5ft away from a creature, they’ll always be doing this at range. I don’t understand your safely? They can use it as many times as they have Spell slots which is increasing quite quickly as fast as monks ki. There is nothing better for them to use spell slots for. And finally it doesn’t drain the Mind casting feature because you still get the damage. It’s like Stunning strike being, every time you use FoB you get free Stunning Strike. Maybe if it was “when you use a spell slot you can choose to forgo the damage to instead cause a stun?” Then it might be an actual choice, now it is just free OP.
Hell I am fairly sure DMs don’t much enjoy monks either due to Stunning strike, save or stun is like a minor form of save or die, because the Creature misses its turn completely, then may get stunned Again and by 1 full turn of uncontested beating may well be dead already.
@CrutchCricket I really like what you did with the Telepathic Advisor feature by making it a lot easier and more intuitive to use. I think that changing the skill at long rest is best, as opposed to changing it at a level increase (Artificers are meant to be versatile). I also really like your Battle Tactics idea.
I agree with what Arutha said, though, where it's a pretty jarring change to suddenly being a combat class at level 9.
If the Archivist is supposed to be consistent with the 3 official versions (which it doesn't have to be :) ) then it would be more suitable for it to start focused on a mix of combat and noncombat, then later features focusing on nondamage things. This is how the Alchemist, who is a utility-focused subclass, is structured.
Also, looking at the UA Archivist, it really is a pretty combat-focused class. It does a fair amount of damage, but is really unique among the Artificer specialties because it focuses the most on tactical benefits (advantage on the next attack roll against the victim of Information Overload, from level 3 on; stunning at level 14; super long range fighting thanks to the artificial mind 300 ft travel radius; compare this to the Artillerist, who gets group half cover at level 14/15). I like how your Battle Tactics feature is consistent with that. But to be comparable to the other subclasses, it should be able to do 1d8 damage + a tactical effect as a bonus action at 3rd level, with another damage increase at level 5 and yet another damage/healing/tactical improvement at level 9.
For me, the #1 issue with fitting the Archivist to the official release is knowing where to put that gosh darn skill bonus. I think providing Manifest Mind, Information Overload (1d8 psychic + advantage on next attack roll against the target), and one skill's worth of Telepathic Advisor at level 3 would be reasonable. Then increase Telepathic Advisor to a second skill at level 9 or 15.
Information Overload has a 5ft range, but can be cast from the Artificial Mind. The mind has a limited number of times it can be the casting point equal to the casters intelligence modifier.
..... however, I may have misinterpreted the wording.
This isn't bad. Although I've never considered the Archivist to be a combat class. You could have one skill proficiency at 3rd and another later on, possibly even an Expertise if were feeling froggy
Yup I find that old range, movement, and action economy the worst part of the class. I’d suggest on BA Move and Cast 1d8+Int with a further 30ft range.
Rereading for surety, The number of times limit is on remote casting, but no limit on the Mind Overload except the Smite part limited by Spell slots. And the stun comes for free whenever you deal the Smite damage.
Hmm, good feedback everyone. I had though the main issue people had with the Artificial/Manifest mind was that it was a 300ft range invincible scout that could also attack and essentially smite when it does so. I figured that'd be more acceptable at later levels when other classes could nuke for a lot more. But given that base artificer just lost a lot combat potential (Arcane weapon, crossbows, extra attack) I guess it does leave them a little hurting at lower levels.
Ok, so we can do base Information Overload at 3rd level, 1BA for 1d8 psychic + smite, improved damage at level 9.
Regarding Battle tactics, referencing the Help action is simpler (I could say it takes the Help action automatically unless you give it a command) but Help only has a 5ft range , doesn't work on saving throws and it's active only after your turn if you don't use the mind for anything else. Initially I wanted to make it a reaction, but that'd conflict with Flash of Genius two levels later. I heard someone talk about possibly enhancing Flash of Genius- what if you could combine them when you get it? It's a little clunky getting a feature, and then upgrading it two levels later but.. I'll think about it.
The stun at 9th level was intended to be balanced by taking an extra turn to do, as well as providing the immunity on save. I took the monk comments into consideration, even though I don't think it's that much of an overstep. Stunning Strike is good but it's not exactly the signature ability of monks, they have so many other things they do with their ki. Still, moving it up was a risk, but I hope the lateral move into making it more different as opposed to just potentially better helps. Archivist stun has the potential to stunlock and keep doing damage, but it also has the chance to fail completely. And for anytime it actually matters, bosses can just laugh at it in Legendary Resistance.
Terrible news friends
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