I'm relatively new to this, so I'd appreciate some feedback ^^'
I'm basically trying to make an artificer focus on actually using magic items
Here's what I've come with, but I have no idea if I've made it too op or too lame...
Appraiser Artificer
3rd level : Appraiser's Touch
When you choose this subclass, your understanding of magic items allows you to analyze and understand their secrets. You gain the following benefits :
- You always have the Detect Magic and Identify spells prepared, and you can cast them requiring no components.
- If you cast the Identify spell by expending a spell slot, you can do so as an action instead of it's normal casting time.
- If you cast the Detect Magic spell by expending a spell slot, it no longer requires your concentration. If the spell slot expended was of 2nd level or higher, the duration of the spell becomes 1 hour.
5th level : Fast Charging
Starting at 5th level, you have learned to tinker with your magic items in order to get the best out of them. When you finish a short rest, you can touch a magic item that lacks charges and has a way to regain them ; by expending a spell slot, you can make the item regain a number of charges equal to the expended spell slot level, up to it's maximum number of charges. You can only recharge a number of items equal to your proficiency bonus per long rest this way.
9th level : Master Replicater
Starting at 9th level, you've gained a deep understanding about the magic items you've appraised. When choosing the Replicate Magic Item infusion, you can now replicate any common or uncommon item from any book, as long as it's one that requires attunement. Once you've reached the 13th level in this class, you can replicate any rare item requiring attunement as well.
15th level : Master Appraiser
Starting at 15th level, you've been so used at using magic items that you've learned to do so without even thinking about it. You gain the following benefits :
- You are no longer affected by cursed items detrimental effects. If a magic item you're attuned or attuning to forces you to make a saving throw, you can choose to succeed at it. You can forcefully break any of your attunements that can be broken by a spell that ends a curse.
- You can attune to a magic item or break your attunement to one as a bonus action. You can attune to an item in this way no more than your Intelligence modifier times per long rest.
I'll welcome any feedback, thanks again and sorry if I've misunderstood the purpose of this forum ^^'
Especially when you're starting out, but really all the time, it's best to take one or two official subclasses of whatever class you're homebrewing to get a feel of how subclasses for that class are supposed to work. For example, all Artificer subclasses get an extra tool proficiency at 3rd level, have a list of always-prepared spells (like a Cleric's domain spells), and then have one or two other 3rd level features.
The 3rd level feature is very weak, and should really be covered by the always-prepared spells that most Artificer subclasses give. I'd recommend moving detect magic and identify into the spell list, and coming up with a new 3rd level feature.
The 5th level feature is wildly swingy in power-level. A "charge" doesn't have any specified power level between all magic items, so expending a 1st level spell slot with this feature could give you anything from one extra casting of magic missile to a free wish whenever you want one. Looking at magic items as a whole, though, it feels like a pretty underpowered feature, especially for 5th level.
The 9th level feature is actually very cool. Good job!
The 15th level feature is cool, but a bit lackluster considering what level it's gotten at. I'd keep what you have so far, but maybe add a little extra to make it a bit more powerful.
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
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One issue with the 9th level feature is that at level 13 suddenly making rare items is way better than any other infusion option you have. So in most cases you'll quit using all the others and only Replicate rare items from there on out. It might be good to limit the uses of this so that there are still meaningful choices around some of the infusions you choose.
That's true. It does have the issue of competing with all the other infusions. Maybe instead of letting all of the slots go towards replicating any magic item, give 2 extra infusion slots, kinda like Armorer, that can only be used to replicate any uncommon item, and then toss in a third slot that can replicate a rare item at 13th level.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
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Hey guys
I'm relatively new to this, so I'd appreciate some feedback ^^'
I'm basically trying to make an artificer focus on actually using magic items
Here's what I've come with, but I have no idea if I've made it too op or too lame...
Appraiser Artificer
3rd level : Appraiser's Touch
When you choose this subclass, your understanding of magic items allows you to analyze and understand their secrets. You gain the following benefits :
- You always have the Detect Magic and Identify spells prepared, and you can cast them requiring no components.
- If you cast the Identify spell by expending a spell slot, you can do so as an action instead of it's normal casting time.
- If you cast the Detect Magic spell by expending a spell slot, it no longer requires your concentration. If the spell slot expended was of 2nd level or higher, the duration of the spell becomes 1 hour.
5th level : Fast Charging
Starting at 5th level, you have learned to tinker with your magic items in order to get the best out of them. When you finish a short rest, you can touch a magic item that lacks charges and has a way to regain them ; by expending a spell slot, you can make the item regain a number of charges equal to the expended spell slot level, up to it's maximum number of charges. You can only recharge a number of items equal to your proficiency bonus per long rest this way.
9th level : Master Replicater
Starting at 9th level, you've gained a deep understanding about the magic items you've appraised. When choosing the Replicate Magic Item infusion, you can now replicate any common or uncommon item from any book, as long as it's one that requires attunement. Once you've reached the 13th level in this class, you can replicate any rare item requiring attunement as well.
15th level : Master Appraiser
Starting at 15th level, you've been so used at using magic items that you've learned to do so without even thinking about it. You gain the following benefits :
- You are no longer affected by cursed items detrimental effects. If a magic item you're attuned or attuning to forces you to make a saving throw, you can choose to succeed at it. You can forcefully break any of your attunements that can be broken by a spell that ends a curse.
- You can attune to a magic item or break your attunement to one as a bonus action. You can attune to an item in this way no more than your Intelligence modifier times per long rest.
I'll welcome any feedback, thanks again and sorry if I've misunderstood the purpose of this forum ^^'
Especially when you're starting out, but really all the time, it's best to take one or two official subclasses of whatever class you're homebrewing to get a feel of how subclasses for that class are supposed to work. For example, all Artificer subclasses get an extra tool proficiency at 3rd level, have a list of always-prepared spells (like a Cleric's domain spells), and then have one or two other 3rd level features.
The 3rd level feature is very weak, and should really be covered by the always-prepared spells that most Artificer subclasses give. I'd recommend moving detect magic and identify into the spell list, and coming up with a new 3rd level feature.
The 5th level feature is wildly swingy in power-level. A "charge" doesn't have any specified power level between all magic items, so expending a 1st level spell slot with this feature could give you anything from one extra casting of magic missile to a free wish whenever you want one. Looking at magic items as a whole, though, it feels like a pretty underpowered feature, especially for 5th level.
The 9th level feature is actually very cool. Good job!
The 15th level feature is cool, but a bit lackluster considering what level it's gotten at. I'd keep what you have so far, but maybe add a little extra to make it a bit more powerful.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Thanks for the feedback, I'll make the changes!
One issue with the 9th level feature is that at level 13 suddenly making rare items is way better than any other infusion option you have. So in most cases you'll quit using all the others and only Replicate rare items from there on out. It might be good to limit the uses of this so that there are still meaningful choices around some of the infusions you choose.
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
That's true. It does have the issue of competing with all the other infusions. Maybe instead of letting all of the slots go towards replicating any magic item, give 2 extra infusion slots, kinda like Armorer, that can only be used to replicate any uncommon item, and then toss in a third slot that can replicate a rare item at 13th level.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)