Hello everyone! I have a somewhat unusual situation on my hands. Our DM is running a great campaign of his own design that's set in the future (space opera style). The tricky thing is that we are using classic D&D rules, classes and races, but adapting them for our sci-fi environment. It's gone really well so far, but now (after the death of my most recent character) I'm feeling passionate about creating a new character that's a little unconventional (and more difficult to create using the standard races and classes).
My idea for this character is an engineer/gadget-maker/inventor who invents, crafts and provides useful support technology to the rest of the team. During combat: likely to stealthily be on the sidelines in a support role, doing recon, setting traps or basically being Macgyver when in a tough spot. During downtime: would be busy inventing and crafting - gifting my teammates with whatever can be provided.
The infinite potential this character has to invent creative and challenging things might make it feel a little OP(which I'd be uncomfortable with). So to balance this out, I've also made this character incredibly weak and frail; Useless in direct combat, outmatched by the lid of a pickle jar, and exceptionally prone to illness, injury, fatigue and death. This character sucks its own, depending on the team but also determined to provide for the team.
So, my main question is: What might be the best way to build such a character without using homebrew content?
So far I've had three approaches regarding class templates: rogue, wizard and a rogue/wizard dual-class.
Surprisingly, wizard seems to have gotten me closest to my goals so far. In experimenting with this, I tried to avoid most combat-related spells and focused on ones like mending, fabricate and haste. I put most of my points into intelligence and dexterity, leaving strength and constitution as low as possible. Also, I've made sure that all of my proficiencies are geared towards using tools for crafting and repairing (tinker, smithing, etc).
But something still feels off. I am not a very experienced player and I'm concerned that I might not be taking the most logical or effective route in bringing my idea for this character to life. Our DM has already established that magic and science are interchangeable in this custom world (a la Arthur C. Clarke's 3rd law). So any spells cast will end up being explained by some sort of future tech making it happen (things like nanobots, etc).
Has anyone else here attempted making a character like this? I would be very grateful for any advice, critical feedback, ideas, or basically anything that might lessen the uncertainty and confusion. Sorry for such a long post and thank you in advance to anyone who may answer!
If unearthed arcana is allowed, the revised Artificer ahould be coming out this month (which is almost over), so it should be on DDB in less than 2 weeks unless it is delayed.
As far as official classes go, a transmuter or conjurer wizard multiclassed with mastermind rogue should fit. Be a rock gnome or mark of making human for extra tinkering.
Ohhh, I didn't realize that there would be a revision of Artificer coming out, thanks for the heads up! Sorry for the noob question here, but for some reason the only roguish archetype the character creator allows me to choose is Thief - would I need to purchase other archetypes like Mastermind? Similar situation with wizard, as it only allows me to select School of Evocation or (UA)School of Invention.
I feel like there's probably something I'm missing about how the builder works, since I'm definitely inexperienced with this. Or, maybe this is a situation where it would be better for me to get the Player's Handbook and make a character on paper? I love your idea about being a rock gnome - that fits in perfectly! Definitely going to use that. Thank you so much for the ideas - I really appreciate your response!
The other wizard schools are in PHB, the Mastermind is in SCAG. The PHB is definitely worth buying if you don't already have a physical copy or know anyone who already has it on DDB. The SCAG content can be bought piecemeal.
You can also go as a bard whose instrument is puppets. Being a puppeteer and creating all sorts of gadgets that you use when you’re putting on shows is a great foundation for creating other gadgets the way you’re describing.
Hello everyone! I have a somewhat unusual situation on my hands. Our DM is running a great campaign of his own design that's set in the future (space opera style). The tricky thing is that we are using classic D&D rules, classes and races, but adapting them for our sci-fi environment. It's gone really well so far, but now (after the death of my most recent character) I'm feeling passionate about creating a new character that's a little unconventional (and more difficult to create using the standard races and classes).
My idea for this character is an engineer/gadget-maker/inventor who invents, crafts and provides useful support technology to the rest of the team. During combat: likely to stealthily be on the sidelines in a support role, doing recon, setting traps or basically being Macgyver when in a tough spot. During downtime: would be busy inventing and crafting - gifting my teammates with whatever can be provided.
The infinite potential this character has to invent creative and challenging things might make it feel a little OP(which I'd be uncomfortable with). So to balance this out, I've also made this character incredibly weak and frail; Useless in direct combat, outmatched by the lid of a pickle jar, and exceptionally prone to illness, injury, fatigue and death. This character sucks its own, depending on the team but also determined to provide for the team.
So, my main question is: What might be the best way to build such a character without using homebrew content?
So far I've had three approaches regarding class templates: rogue, wizard and a rogue/wizard dual-class.
Surprisingly, wizard seems to have gotten me closest to my goals so far. In experimenting with this, I tried to avoid most combat-related spells and focused on ones like mending, fabricate and haste. I put most of my points into intelligence and dexterity, leaving strength and constitution as low as possible. Also, I've made sure that all of my proficiencies are geared towards using tools for crafting and repairing (tinker, smithing, etc).
But something still feels off. I am not a very experienced player and I'm concerned that I might not be taking the most logical or effective route in bringing my idea for this character to life. Our DM has already established that magic and science are interchangeable in this custom world (a la Arthur C. Clarke's 3rd law). So any spells cast will end up being explained by some sort of future tech making it happen (things like nanobots, etc).
Has anyone else here attempted making a character like this? I would be very grateful for any advice, critical feedback, ideas, or basically anything that might lessen the uncertainty and confusion. Sorry for such a long post and thank you in advance to anyone who may answer!
If unearthed arcana is allowed, the revised Artificer ahould be coming out this month (which is almost over), so it should be on DDB in less than 2 weeks unless it is delayed.
As far as official classes go, a transmuter or conjurer wizard multiclassed with mastermind rogue should fit. Be a rock gnome or mark of making human for extra tinkering.
Ohhh, I didn't realize that there would be a revision of Artificer coming out, thanks for the heads up! Sorry for the noob question here, but for some reason the only roguish archetype the character creator allows me to choose is Thief - would I need to purchase other archetypes like Mastermind? Similar situation with wizard, as it only allows me to select School of Evocation or (UA)School of Invention.
I feel like there's probably something I'm missing about how the builder works, since I'm definitely inexperienced with this. Or, maybe this is a situation where it would be better for me to get the Player's Handbook and make a character on paper? I love your idea about being a rock gnome - that fits in perfectly! Definitely going to use that. Thank you so much for the ideas - I really appreciate your response!
The other wizard schools are in PHB, the Mastermind is in SCAG. The PHB is definitely worth buying if you don't already have a physical copy or know anyone who already has it on DDB. The SCAG content can be bought piecemeal.
You can also go as a bard whose instrument is puppets. Being a puppeteer and creating all sorts of gadgets that you use when you’re putting on shows is a great foundation for creating other gadgets the way you’re describing.
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