So recently I've been seeing some people who have not allowed Artifer into the world because they believe the class doesn't fit because it is sort of the techist of midevil worlds which some people view as not fitting in. I've thought about it a bit and more I thought the more I think it does work and I will mostly be explaining forgotten realms as I can't account for everything in a personal homebrew setting. For the forgotten realms the artifer seems like a bit of a tech master in a midevil world but thinking about it. Things like niblewrights and contructs both do exist along with a slew of magic begging to be influenced to the whim of whoever and maybe that person wants to control magic via magi tech devices. I mean in a world where there are monks running on walls punching dragons and guitar playing people who can summon meteors (because bards can steal spells from other classes) I think that a magi-tech user actually fits along side other powerful magic users who simply seeing magic differently then others.
Now these are my personal beliefs and if anyone disagrees they are free to do so and I would personally enjoy seeing other points made on this from both sides
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Marvarax andSora (Dragonborn) The retired fighter and WIP scholar - Glory
Brythel(Dwarf), The dwarf with a gun - survival at sea
Jaylin(Human), Paladin of Lathander's Ancient ways - The Seven Saints (Azura Claw)
Urselles(Goblin), Cleric of Eldath- The Wizard's challenge
Viclas Tyrin(Half Elf), Student of the Elven arts- Indrafatmoko's Defiance in Phlan
There's plenty of magic-fueled tech in D&D. Most worlds have gnomish tinkerers and constructs like Shield Guardians and Iron Golems. Greyhawk had an adventure written by Gary Gygax called Expedition to the Barrier Peaks that featured a crashed spaceship. Sword Coast Adventurer's Guide hints at artificers existing in the island of Lantan. Mindflayers have spaceships that allow them to travel from one world to another. Dungeon of the Mad Mage also features a Spelljammer ship that can be used to travel to other worlds. High level adventurers have access to Sigil, which is kind of the center of the multiverse and a hub for info, trading, and portals to other worlds.
A DM can easily introduce an artificer to a non-eberron game if they want to.
If the DM has a problem with the artificer not fitting in their setting it's probably the artillerist's guns and the battle smith's robot dog. But at the very least alchemist should still fit in a medieval fantasy setting because somebody has to make the potions the players are using anyway.
I say they can fit in non-Eberron settings just fine.
I got the ok from my DM to make an artificer for a game that will mostly play out in Waterdeep. We went back and forth a bit on my character's background, with him finally making the suggestion that I was somehow transported to the Sword Coast from Eberron, and am searching for a way back home. I jumped at that opportunity, and managed to get a Mark of Making out of it as well.
I really think they do.. but maybe I'm biased due to forgotten realm's 90's books?
There were multitudes of characters that read like they were artificers. Several of the Harpers were more "items" than pure magic. There were side characters that were fluffed as being wand specialist in some of the Drow books. Forget which book, but there was one with a Wand user who had floating crystals that attacked.. sounds like the artilirist~ Azure Bond's follow books had one or two characters you could view as being an artificer not a wizard pretty easily.
I forget the name.. but there was book set in waterdeep (partly) where the main character was a "magic user" who talkeda bout how he used magic through items of the world instead. (yada yada storyline, ended up in water deep helping to solve some murder before yada yada elsewhere. )
So.. I think artificers fit perfetly fine in just about anything. Just dependso n the fluff you use.
If some DM would tell me, that artificer don't fit the forgotten realms, I would ask him, where all the constructs come from?
That is basically all a battle smith does with his steel defender.
An artillerist could just be a Wand crafter and his cannons are small constructs with wands attached to them or, for Helms sake, even a squirrel with a Wand on his back.
If the DM has a problem with the artificer not fitting in their setting it's probably the artillerist's guns and the battle smith's robot dog. But at the very least alchemist should still fit in a medieval fantasy setting because somebody has to make the potions the players are using anyway.
I say they can fit in non-Eberron settings just fine.
The artillerist doesn’t have a gun. Their “arcane firearm” is a wand with runes carved into it (the wand can look like whatever you want, including a gun, but that’s true of any setting).
Eberron as a setting very explicitly does not have guns. Widely-available wands of firebolt or whatever occupy that niche. Forgotten Realms, on the other hand, DOES have actual guns with gunpowder and bullets, because magic isn’t as freely available
The settings have very different tones, for sure, but everyone seems to focus in on “guns” without actually understanding what’s going on.
I know they're not guns, but I called them that because I saw someone on this forum call them that and wanted them to stay out of Forgotten Realms. Which is especially funny now that you mention FR actually has guns.
Eberron is the world most associated with artificers, yet the class can be found throughout the D&D multiverse. In the Forgotten Realms, for example, the island of Lantan is home to many artificers, and in the world of Dragonlance, tinker gnomes are often members of this class. The strange technologies in the Barrier Peaks of the World of Greyhawk have inspired some folk to walk the path of the artificer, and in Mystara, various nations employ artificers to keep airships and other wondrous devices operational. In the City of Sigil, artificers share discoveries from throughout the cosmos, and one in particular—the gnome inventor Vi—has run a multiverse-spanning business from there since leaving the world of her birth, Eberron. In the world-city Ravnica, the Izzet League trains numerous artificers, the destructiveness of whom is unparalleled in other worlds—except, perhaps, by the tinker gnomes of Krynn.
I'm pretty sure it works with all official 5e settings. As for forgotten realms specifically, minus the magitech, the technology of that setting appears to be at the reconquista and early colonialist era. So if your worried about the technology the artificer would represent in that setting, I would say that it's fine and you shouldn't worry.
Mostly, it would only have trouble in custom settings, and even then it's just the subclasses. The base class abilities that involve items are item enchanting and not really technological. As long as your setting has magical items it's hard to argue that people that do that don't exist, although not impossible based on the lore (all magic items are craft of the gods or something like that). As stated above, Alchemist works in every setting because someone hast to be making the potions, while the other two subclasses might be a no go in no technology settings. However, the homebrew industry for Artificer has now begun in earnest to help fill out your game options. There are a few homebrew subclasses that work for a no technology setting and I'm certain that there will be more as time progresses. Furthermore, in my mind at least, Artificer fills a spot in the classes that has been missing for a while - the arcane half caster.
As such, I would never suggest that a DM deny the use of Artificer, though it may make sense to deny certain subclasses.
The only issue I have with Artificers would be the gunpowder / real world firearms so I'll just refavor the Artillerist into Wandslinger and reinforce that the Eldritch Cannon is just a blasting wand only usable by the Artillerist and no need for any gunpowder because it all just magical energy.
The only issue I have with Artificers would be the gunpowder / real world firearms so I'll just refavor the Artillerist into Wandslinger and reinforce that the Eldritch Cannon is just a blasting wand only usable by the Artillerist and no need for any gunpowder because it all just magical energy.
No artificer has gunpowder/real world firearms. The artillerist already is a wandslinger. I'm genuinely confused and curious where this idea is coming from.
So recently I've been seeing some people who have not allowed Artifer into the world because they believe the class doesn't fit because it is sort of the techist of midevil worlds which some people view as not fitting in. I've thought about it a bit and more I thought the more I think it does work and I will mostly be explaining forgotten realms as I can't account for everything in a personal homebrew setting. For the forgotten realms the artifer seems like a bit of a tech master in a midevil world but thinking about it. Things like niblewrights and contructs both do exist along with a slew of magic begging to be influenced to the whim of whoever and maybe that person wants to control magic via magi tech devices. I mean in a world where there are monks running on walls punching dragons and guitar playing people who can summon meteors (because bards can steal spells from other classes) I think that a magi-tech user actually fits along side other powerful magic users who simply seeing magic differently then others.
Now these are my personal beliefs and if anyone disagrees they are free to do so and I would personally enjoy seeing other points made on this from both sides
The key is that it's magical equipment. I quoted the official write-up on other setting above. The source material points out artificers are found throughout the D&D multiverse. The difference is Eberron when through more of a magical industrial revolution so the setting is "magepunk". Lantan is the prime example in FR for such a class to originate but still not necessary. Artificers are really just a class focused on creating magic items. It's not like homunculi, golems and constructs, or potions etc don't exist in other campaign settings.
Having said that, a DM can allow or disallow any class he or she sees fit. It's his or her campaign, after all. ;)
I really hate how Dms are now blocking Artificer. Battle Smith and Artillerist are OP in my opinion but the Alchemist is fine. So far I've been asking Dms and only one of them said no (Because their discord bot did not have the class yet) But now it's back to generic fighter or monk again.
The only issue I have with Artificers would be the gunpowder / real world firearms so I'll just refavor the Artillerist into Wandslinger and reinforce that the Eldritch Cannon is just a blasting wand only usable by the Artillerist and no need for any gunpowder because it all just magical energy.
No artificer has gunpowder/real world firearms. The artillerist already is a wandslinger. I'm genuinely confused and curious where this idea is coming from.
There the Optional Rule about Firearm Proficiency so I am just saying no gunpowder / guns in my world.
Lantan and High Imasker both have Artificers. It's canon so there is no reason to say it cannot exist in Faerun, it would just be uncommon. Most adventuring parties are made up of unique individuals coming together as adventurers.
The optional rule about firearm proficiency applies to all artificers, and if there are no fire arms in your world, that this OPTIONAL rule does not apply. If they are an artillerist their power is all arcane.
I've tried to stay away from straight "gadgets and gizmos" after level 3. Yes, they facilitate what I'm doing, but it is all magical. I just need a bit more help than a wizard would. I'm still imbuing items with magic to use them (read spending spell slots) since I got my arcane fire arm feature, I've treated it as rotating rune panels on my staff. I'm trying to think of the artificer like the Asura form GW2 crystals and solid light, and all kinds of interesting Clearly magical things.
Remember that heroes are exceptional people. The artificer in my campaign is a revolutionary thinker, able to do things in a way that no one has done before. It's fun to think about how the first artificer would be received and how they might change the world around them.
So recently I've been seeing some people who have not allowed Artifer into the world because they believe the class doesn't fit because it is sort of the techist of midevil worlds which some people view as not fitting in. I've thought about it a bit and more I thought the more I think it does work and I will mostly be explaining forgotten realms as I can't account for everything in a personal homebrew setting. For the forgotten realms the artifer seems like a bit of a tech master in a midevil world but thinking about it. Things like niblewrights and contructs both do exist along with a slew of magic begging to be influenced to the whim of whoever and maybe that person wants to control magic via magi tech devices. I mean in a world where there are monks running on walls punching dragons and guitar playing people who can summon meteors (because bards can steal spells from other classes) I think that a magi-tech user actually fits along side other powerful magic users who simply seeing magic differently then others.
Now these are my personal beliefs and if anyone disagrees they are free to do so and I would personally enjoy seeing other points made on this from both sides
Marvarax and Sora (Dragonborn) The retired fighter and WIP scholar - Glory
Brythel(Dwarf), The dwarf with a gun - survival at sea
Jaylin(Human), Paladin of Lathander's Ancient ways - The Seven Saints (Azura Claw)
Urselles(Goblin), Cleric of Eldath- The Wizard's challenge
Viclas Tyrin(Half Elf), Student of the Elven arts- Indrafatmoko's Defiance in Phlan
There's plenty of magic-fueled tech in D&D. Most worlds have gnomish tinkerers and constructs like Shield Guardians and Iron Golems. Greyhawk had an adventure written by Gary Gygax called Expedition to the Barrier Peaks that featured a crashed spaceship. Sword Coast Adventurer's Guide hints at artificers existing in the island of Lantan. Mindflayers have spaceships that allow them to travel from one world to another. Dungeon of the Mad Mage also features a Spelljammer ship that can be used to travel to other worlds. High level adventurers have access to Sigil, which is kind of the center of the multiverse and a hub for info, trading, and portals to other worlds.
A DM can easily introduce an artificer to a non-eberron game if they want to.
The Forum Infestation (TM)
What does the artificer do that isn't in forgotten realms? Potions? Magic items? Constructs? Crossbows?
If the DM has a problem with the artificer not fitting in their setting it's probably the artillerist's guns and the battle smith's robot dog. But at the very least alchemist should still fit in a medieval fantasy setting because somebody has to make the potions the players are using anyway.
I say they can fit in non-Eberron settings just fine.
I got the ok from my DM to make an artificer for a game that will mostly play out in Waterdeep. We went back and forth a bit on my character's background, with him finally making the suggestion that I was somehow transported to the Sword Coast from Eberron, and am searching for a way back home. I jumped at that opportunity, and managed to get a Mark of Making out of it as well.
I really think they do.. but maybe I'm biased due to forgotten realm's 90's books?
There were multitudes of characters that read like they were artificers. Several of the Harpers were more "items" than pure magic. There were side characters that were fluffed as being wand specialist in some of the Drow books. Forget which book, but there was one with a Wand user who had floating crystals that attacked.. sounds like the artilirist~ Azure Bond's follow books had one or two characters you could view as being an artificer not a wizard pretty easily.
I forget the name.. but there was book set in waterdeep (partly) where the main character was a "magic user" who talkeda bout how he used magic through items of the world instead. (yada yada storyline, ended up in water deep helping to solve some murder before yada yada elsewhere. )
So.. I think artificers fit perfetly fine in just about anything. Just dependso n the fluff you use.
If some DM would tell me, that artificer don't fit the forgotten realms, I would ask him, where all the constructs come from?
That is basically all a battle smith does with his steel defender.
An artillerist could just be a Wand crafter and his cannons are small constructs with wands attached to them or, for Helms sake, even a squirrel with a Wand on his back.
And Alchemist fits without any special flavour.
The artillerist doesn’t have a gun. Their “arcane firearm” is a wand with runes carved into it (the wand can look like whatever you want, including a gun, but that’s true of any setting).
Eberron as a setting very explicitly does not have guns. Widely-available wands of firebolt or whatever occupy that niche. Forgotten Realms, on the other hand, DOES have actual guns with gunpowder and bullets, because magic isn’t as freely available
The settings have very different tones, for sure, but everyone seems to focus in on “guns” without actually understanding what’s going on.
I know they're not guns, but I called them that because I saw someone on this forum call them that and wanted them to stay out of Forgotten Realms. Which is especially funny now that you mention FR actually has guns.
Yes.
I'm pretty sure it works with all official 5e settings. As for forgotten realms specifically, minus the magitech, the technology of that setting appears to be at the reconquista and early colonialist era. So if your worried about the technology the artificer would represent in that setting, I would say that it's fine and you shouldn't worry.
Mostly, it would only have trouble in custom settings, and even then it's just the subclasses. The base class abilities that involve items are item enchanting and not really technological. As long as your setting has magical items it's hard to argue that people that do that don't exist, although not impossible based on the lore (all magic items are craft of the gods or something like that). As stated above, Alchemist works in every setting because someone hast to be making the potions, while the other two subclasses might be a no go in no technology settings. However, the homebrew industry for Artificer has now begun in earnest to help fill out your game options. There are a few homebrew subclasses that work for a no technology setting and I'm certain that there will be more as time progresses. Furthermore, in my mind at least, Artificer fills a spot in the classes that has been missing for a while - the arcane half caster.
As such, I would never suggest that a DM deny the use of Artificer, though it may make sense to deny certain subclasses.
The only issue I have with Artificers would be the gunpowder / real world firearms so I'll just refavor the Artillerist into Wandslinger and reinforce that the Eldritch Cannon is just a blasting wand only usable by the Artillerist and no need for any gunpowder because it all just magical energy.
No artificer has gunpowder/real world firearms. The artillerist already is a wandslinger. I'm genuinely confused and curious where this idea is coming from.
The key is that it's magical equipment. I quoted the official write-up on other setting above. The source material points out artificers are found throughout the D&D multiverse. The difference is Eberron when through more of a magical industrial revolution so the setting is "magepunk". Lantan is the prime example in FR for such a class to originate but still not necessary. Artificers are really just a class focused on creating magic items. It's not like homunculi, golems and constructs, or potions etc don't exist in other campaign settings.
Having said that, a DM can allow or disallow any class he or she sees fit. It's his or her campaign, after all. ;)
I really hate how Dms are now blocking Artificer. Battle Smith and Artillerist are OP in my opinion but the Alchemist is fine. So far I've been asking Dms and only one of them said no (Because their discord bot did not have the class yet) But now it's back to generic fighter or monk again.
There the Optional Rule about Firearm Proficiency so I am just saying no gunpowder / guns in my world.
Lantan and High Imasker both have Artificers. It's canon so there is no reason to say it cannot exist in Faerun, it would just be uncommon. Most adventuring parties are made up of unique individuals coming together as adventurers.
The optional rule about firearm proficiency applies to all artificers, and if there are no fire arms in your world, that this OPTIONAL rule does not apply. If they are an artillerist their power is all arcane.
I've tried to stay away from straight "gadgets and gizmos" after level 3. Yes, they facilitate what I'm doing, but it is all magical. I just need a bit more help than a wizard would. I'm still imbuing items with magic to use them (read spending spell slots) since I got my arcane fire arm feature, I've treated it as rotating rune panels on my staff. I'm trying to think of the artificer like the Asura form GW2 crystals and solid light, and all kinds of interesting Clearly magical things.
Artificers definitely fit into Forgotten Realms:
Artificers in Forgotten Realms
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Remember that heroes are exceptional people. The artificer in my campaign is a revolutionary thinker, able to do things in a way that no one has done before. It's fun to think about how the first artificer would be received and how they might change the world around them.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm