Homebrew Archetype Elevator Pitch: A rogue that builds or otherwise obtains specialized tools that augment their abilities and give them access to new ones.
The Short Version: Can you guys think of any reasons why I should make this subclass conjure tools magically rather than letting the build their specialized tools/ weapons? Can you think of any balancing issues with building specialized physical weapons?
I've searched through other subclasses in RAW, and, typically, if a character gets tools through their subclass, their tool are conjured magically rather than actually built (Artificer subclasses function like this for instance). I assume they do this to circumvent having to explain where the character got the materials to build the tools (cannon, armor, alchemical substance, etc) in question. I also imagine if the tools were physically built, then players could sell those tools and then the subclass wouldn't be so special, cause anyone on the street could buy the tool/weapons that make the subclass special.
So, I think I understand why RAW sets up these subclasses the way they do. That said, I think making the player pay an appropriate amount of money and, as flavor, stating/assuming that the character worked on these tools and gathered the materials in the meantime (and the amount the player pays represents the material costs). If the DM and player want to role-play the process of gathering materials, designing, and building the tool, then they can but they don't have to.
Additionally, I personally don't mind players selling the tools they build; they can build new ones. Also, the subclass' features could make the rogue especially good at using these weapons/tools, rather than just letting them build and modify tools/weapons. That way, the subclass remains distinct from anyone simply buying these tools/weapons.
This is homebrew, so I realizes precedent isn't really necessary, but I figured I'd layout my thoughts. Wizards spend money to add new spells to their spellbook, and, while some DM and players walk through the process of buying magical ink and parchment, plenty of DMs I've played with just let the wizard pay and assume the character bought these materials in the meantime. The Gunslinger isn't RAW, but it's fairly well known and an apt comparison here. Although the (admittedly optional) Gunsmith feature allows gunslingersubclass to build guns, their class features make them particularly good at using guns, so this subclass also conceptually allows the player to build exceptional weapons and be exceptionally good at using them.
It's pretty obvious what I'm leaning towards, but I'm wondering if you guys can think of any other reasons why allowing this subclass to build physical tools rather than conjure them magically? Are their problems with building physical tools that I've overlooked? Problems that magically conjuring weapons solves? Can you think of any balancing issues with building specialized physical weapons?
I appreciate any feedback you can throw my way. I know I've thrown quite a bit at y'all, lots of vague stuff too cause the exact features and tools haven't been written up yet. Thanks for any help
I always figured one goal of conjuring tools was just to get around the logistics of lugging around what is essentially an entire workshop everywhere you go. It's not just about encumbrance, but can also stretch disbelief when it comes to stealth checks and the like. And of course, when you're stripped of equipment and thrown in jail, that's when you need your tools the most. I think a big part of it is just the idea that when a lot of your features require a specific thing, you should be able to count on having the thing. Taking your equipment should not be the same as taking away your whole class/subclass. The wizard's spellbook is the most famous exception here, but I think that was preserved more for tradition's sake than anything else.
I think if you attach cost to gathering/purchasing the materials, then reselling is not an issue. In a case like this, you could also say that the items are so specialized that there is no market for them, or that they are trade secrets and when you start selling them you get a visit from the guild.
Homebrew Archetype Elevator Pitch: A rogue that builds or otherwise obtains specialized tools that augment their abilities and give them access to new ones.
The Short Version: Can you guys think of any reasons why I should make this subclass conjure tools magically rather than letting the build their specialized tools/ weapons? Can you think of any balancing issues with building specialized physical weapons?
I've searched through other subclasses in RAW, and, typically, if a character gets tools through their subclass, their tool are conjured magically rather than actually built (Artificer subclasses function like this for instance). I assume they do this to circumvent having to explain where the character got the materials to build the tools (cannon, armor, alchemical substance, etc) in question. I also imagine if the tools were physically built, then players could sell those tools and then the subclass wouldn't be so special, cause anyone on the street could buy the tool/weapons that make the subclass special.
So, I think I understand why RAW sets up these subclasses the way they do. That said, I think making the player pay an appropriate amount of money and, as flavor, stating/assuming that the character worked on these tools and gathered the materials in the meantime (and the amount the player pays represents the material costs). If the DM and player want to role-play the process of gathering materials, designing, and building the tool, then they can but they don't have to.
Additionally, I personally don't mind players selling the tools they build; they can build new ones. Also, the subclass' features could make the rogue especially good at using these weapons/tools, rather than just letting them build and modify tools/weapons. That way, the subclass remains distinct from anyone simply buying these tools/weapons.
This is homebrew, so I realizes precedent isn't really necessary, but I figured I'd layout my thoughts. Wizards spend money to add new spells to their spellbook, and, while some DM and players walk through the process of buying magical ink and parchment, plenty of DMs I've played with just let the wizard pay and assume the character bought these materials in the meantime. The Gunslinger isn't RAW, but it's fairly well known and an apt comparison here. Although the (admittedly optional) Gunsmith feature allows gunslingersubclass to build guns, their class features make them particularly good at using guns, so this subclass also conceptually allows the player to build exceptional weapons and be exceptionally good at using them.
It's pretty obvious what I'm leaning towards, but I'm wondering if you guys can think of any other reasons why allowing this subclass to build physical tools rather than conjure them magically? Are their problems with building physical tools that I've overlooked? Problems that magically conjuring weapons solves? Can you think of any balancing issues with building specialized physical weapons?
I appreciate any feedback you can throw my way. I know I've thrown quite a bit at y'all, lots of vague stuff too cause the exact features and tools haven't been written up yet. Thanks for any help
I always figured one goal of conjuring tools was just to get around the logistics of lugging around what is essentially an entire workshop everywhere you go. It's not just about encumbrance, but can also stretch disbelief when it comes to stealth checks and the like. And of course, when you're stripped of equipment and thrown in jail, that's when you need your tools the most. I think a big part of it is just the idea that when a lot of your features require a specific thing, you should be able to count on having the thing. Taking your equipment should not be the same as taking away your whole class/subclass. The wizard's spellbook is the most famous exception here, but I think that was preserved more for tradition's sake than anything else.
I think if you attach cost to gathering/purchasing the materials, then reselling is not an issue. In a case like this, you could also say that the items are so specialized that there is no market for them, or that they are trade secrets and when you start selling them you get a visit from the guild.
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