I think a decent number of people here would love to playtest the new UA Artificer, but it is difficult to do so without it being accessible in the character builder. It’s unfortunate (though understandable) that UA material is no longer added for us to play with.
I think we are lucky in this case that the Artificer isn’t a new class, and is very similar to the existing 2024 version. It doesn’t seem to me that brute-forcing the changes by way of homebrewed feats, spells and items should be that difficult. I’m just not that proficient at homebrewing on here and hoping for some guidance from the experts, or anyone who has figured out how to do it already. I know you can’t share your mods publicly, unfortunately, so guidance or screenshots so that others can recreate your work are what we must resort to…
So with that in mind and my hat out for help:
Spells: Adding these is easy enough. Home brew copies of the spells being added to the spell list and add the Artificer tag so that they can be chosen. Homunculus Servant needs to be created as well. Suggestions on the best way to handle this? Part of a feat with more of the changes incorporated as well? A magic item that adds them to your spell list?
Skipping to Armorer Subclass since that’s all I need for now: Since we can already homebrew subclasses, this is just a matter of copy the original and make the updates, yeah?
Other main class changes:
Magical Tinkering - add the text and long-rest-recharging uses boxes as part of a feat?
Spellcasting - add the text about cantrips (and the new spells added the spell list) via a feat?
Replicate Magic Item - the biggest change. Add all the text and use boxes via feat. Is there some way to add the “Plans Known” since it differs from Infusions Known? Seems like this one will need to be mostly tracked manually as notes or whatever unless there is a way to build something this complex as a magic item or feat?
Right Tool for the Job - add updated text for reference
Magic Item Tinker - add updated text for reference, make spell slot adjustments manually when used.
Flash of Genius - add updated text for reference
Magic Item Adept - add updated text for reference. Change to # of attuned items still works from original class ability.
Spell-Storing Item - add updated text for reference
Magic Item Savant - add updated text for reference. Change to # of attuned items still works from original class ability.
Epic Boon - maybe add this as a separate feat once you get that far?
Soul of Artifice - add updated text and handle Magic Guidance manually?
Obviously my limitation here is that I don’t really know how far you can push a feat for adding things. What’s the best way to just have the text changes easily accessible ON your character sheet rather than needing to refer to the UA document? Or is this all more complicated to implement that it’s worth?
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I think a decent number of people here would love to playtest the new UA Artificer, but it is difficult to do so without it being accessible in the character builder. It’s unfortunate (though understandable) that UA material is no longer added for us to play with.
I think we are lucky in this case that the Artificer isn’t a new class, and is very similar to the existing 2024 version. It doesn’t seem to me that brute-forcing the changes by way of homebrewed feats, spells and items should be that difficult. I’m just not that proficient at homebrewing on here and hoping for some guidance from the experts, or anyone who has figured out how to do it already. I know you can’t share your mods publicly, unfortunately, so guidance or screenshots so that others can recreate your work are what we must resort to…
So with that in mind and my hat out for help:
Spells: Adding these is easy enough. Home brew copies of the spells being added to the spell list and add the Artificer tag so that they can be chosen. Homunculus Servant needs to be created as well. Suggestions on the best way to handle this? Part of a feat with more of the changes incorporated as well? A magic item that adds them to your spell list?
Skipping to Armorer Subclass since that’s all I need for now: Since we can already homebrew subclasses, this is just a matter of copy the original and make the updates, yeah?
Other main class changes:
Magical Tinkering - add the text and long-rest-recharging uses boxes as part of a feat?
Spellcasting - add the text about cantrips (and the new spells added the spell list) via a feat?
Replicate Magic Item - the biggest change. Add all the text and use boxes via feat. Is there some way to add the “Plans Known” since it differs from Infusions Known? Seems like this one will need to be mostly tracked manually as notes or whatever unless there is a way to build something this complex as a magic item or feat?
Right Tool for the Job - add updated text for reference
Magic Item Tinker - add updated text for reference, make spell slot adjustments manually when used.
Flash of Genius - add updated text for reference
Magic Item Adept - add updated text for reference. Change to # of attuned items still works from original class ability.
Spell-Storing Item - add updated text for reference
Magic Item Savant - add updated text for reference. Change to # of attuned items still works from original class ability.
Epic Boon - maybe add this as a separate feat once you get that far?
Soul of Artifice - add updated text and handle Magic Guidance manually?
Obviously my limitation here is that I don’t really know how far you can push a feat for adding things. What’s the best way to just have the text changes easily accessible ON your character sheet rather than needing to refer to the UA document? Or is this all more complicated to implement that it’s worth?