I was trying to brainstorm some ideas for unique spells for the Artificer, since the class itself does not currently have any. Does anyone have any thoughts or ideas for some new Artificer spells?
Infusions essentially fill the role of "unique Artificer spells", especially things like the Boots of the Winding Path.
Artificers can cast magic, but that's not really the point of them.
That's like saying "Invocations are the Warlock's magic, they don't need unique spells". Sure, it's another source of magic for them, but that doesn't stop them from having unique spells as well.
I assume you mean "Invocations are the Warlock's magic, they don't need unique spells". To which I would respond that Warlocks may have limited spell slots, but they functionally have a full caster progression up to 9th level spells through Mystic Arcanum. They are a unique class, which warrants unique treatment.
Aside from that, I never said "they don't need unique spells", I said "that's not really the point of them".
Artificers exist within a world of magic and are often treated as either a sub-set of arcanists, or craftsmen in their own right. Giving Artificers unique spells is likely to result in other classes gaining access to them, such as via the Lore Bard, Magic Initiate, or Ritual Caster. The thing that really makes Artificers unique is their ability to tinker and create tangible magic, and tacking that on as a spell doesn't really do it justice.
My post was a suggestion that Infusions and class features represent a more rich opportunity to explore the Artificer's uniqueness, and that simply filling a void because it exists may not be the best way to achieve the ultimate goal, whatever that may be. Features like the Sorcerer's metamagic effectively creates "unique spells" by virtue of changing them on the spot, and giving the Artificer something equivalent might be more satisfying.
For example, giving an Artificer the ability to create Living Spells, via an infusion,the way that others can summon fey or constructs. The Artificer can give magic durability and permanence in a way that other classes aren't known for. Duplicating concentration, creating consumables, functioning as a magical battery, etc... things like these would become a problem as spells, even if "unique", but could be an option as infusions.
If you want them to have unique spells regardless, that's totally fine, it's just not the point of them. Every class that natively has magic has unique spells, so I understand the temptation.
Having expounded upon my original inadequate comment, let's look at a possible unique cantrip:
Cantrip:
Offense: Artificers should have something equivalent to Magic Stone and Shillelagh as those are the most temporary of magic items. Defense: Blade Ward already exists for temporarily augmented armor.
What I haven't found is a trap effect cantrip, so maybe something like "Tinker's Terrible Treasure", which could be a spell that makes a random object appear valuable, but explodes when touched. The Artificer could either "drop" it while running to distract a pursuer, or throw it at a target to deal damage at short range. Basically, a "Cursed Item" cantrip.
For a higher level spell, we could give the Artificer "Bestow Sentience", which could temporarily allow a magic item to act as an independent creature, making its own attacks, casting its own spells, and essentially be a counterpart to Animate Objects and an alternative to Summoning. However, as Artificers are capped at 5th level spells, we can't design anything that is in the 6+ power tier, and there is a higher risk of pilfering from other classes.
Maybe a good candidate for a low level utility spell would be a compliment to spells like Find Steed, such as a 2nd level "Creeping Carriage", which could allow the Artificer to make a carriage (or equivalent) self-propelled. Can carry more passengers than a regular mount, but lacks the dexterity to be useful in combat and won't fit in most dungeons. Great for someone who needs to carry around their own workshop, and may provide other travelling benefits.
I assume you mean "Invocations are the Warlock's magic, they don't need unique spells". To which I would respond that Warlocks may have limited spell slots, but they functionally have a full caster progression up to 9th level spells through Mystic Arcanum. They are a unique class, which warrants unique treatment.
Aside from that, I never said "they don't need unique spells", I said "that's not really the point of them".
Artificers exist within a world of magic and are often treated as either a sub-set of arcanists, or craftsmen in their own right. Giving Artificers unique spells is likely to result in other classes gaining access to them, such as via the Lore Bard, Magic Initiate, or Ritual Caster. The thing that really makes Artificers unique is their ability to tinker and create tangible magic, and tacking that on as a spell doesn't really do it justice.
My post was a suggestion that Infusions and class features represent a more rich opportunity to explore the Artificer's uniqueness, and that simply filling a void because it exists may not be the best way to achieve the ultimate goal, whatever that may be. Features like the Sorcerer's metamagic effectively creates "unique spells" by virtue of changing them on the spot, and giving the Artificer something equivalent might be more satisfying.
For example, giving an Artificer the ability to create Living Spells, via an infusion,the way that others can summon fey or constructs. The Artificer can give magic durability and permanence in a way that other classes aren't known for. Duplicating concentration, creating consumables, functioning as a magical battery, etc... things like these would become a problem as spells, even if "unique", but could be an option as infusions.
If you want them to have unique spells regardless, that's totally fine, it's just not the point of them. Every class that natively has magic has unique spells, so I understand the temptation.
Having expounded upon my original inadequate comment, let's look at a possible unique cantrip:
Cantrip:
Offense: Artificers should have something equivalent to Magic Stone and Shillelagh as those are the most temporary of magic items. Defense: Blade Ward already exists for temporarily augmented armor.
What I haven't found is a trap effect cantrip, so maybe something like "Tinker's Terrible Treasure", which could be a spell that makes a random object appear valuable, but explodes when touched. The Artificer could either "drop" it while running to distract a pursuer, or throw it at a target to deal damage at short range. Basically, a "Cursed Item" cantrip.
For a higher level spell, we could give the Artificer "Bestow Sentience", which could temporarily allow a magic item to act as an independent creature, making its own attacks, casting its own spells, and essentially be a counterpart to Animate Objects and an alternative to Summoning. However, as Artificers are capped at 5th level spells, we can't design anything that is in the 6+ power tier, and there is a higher risk of pilfering from other classes.
Maybe a good candidate for a low level utility spell would be a compliment to spells like Find Steed, such as a 2nd level "Creeping Carriage", which could allow the Artificer to make a carriage (or equivalent) self-propelled. Can carry more passengers than a regular mount, but lacks the dexterity to be useful in combat and won't fit in most dungeons. Great for someone who needs to carry around their own workshop, and may provide other travelling benefits.
This is some seriously good advice for making unique Artificer spells. Thank you so much!
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I was trying to brainstorm some ideas for unique spells for the Artificer, since the class itself does not currently have any. Does anyone have any thoughts or ideas for some new Artificer spells?
reversing engineer
a spell that lets you copy a certain effects of magic items on to other items at the cost of destroying said magic item
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
I have a few homebrew ones in this thread:
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/89931-homebrew-artificer-options-infusions-spells-and
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Infusions essentially fill the role of "unique Artificer spells", especially things like the Boots of the Winding Path.
Artificers can cast magic, but that's not really the point of them.
If that's the case, would it be fair to say that the other two half-casters also don't focus much on magic?
That's like saying "Invocations are the Warlock's magic, they don't need unique spells". Sure, it's another source of magic for them, but that doesn't stop them from having unique spells as well.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I assume you mean "Invocations are the Warlock's magic, they don't need unique spells". To which I would respond that Warlocks may have limited spell slots, but they functionally have a full caster progression up to 9th level spells through Mystic Arcanum. They are a unique class, which warrants unique treatment.
Aside from that, I never said "they don't need unique spells", I said "that's not really the point of them".
Artificers exist within a world of magic and are often treated as either a sub-set of arcanists, or craftsmen in their own right. Giving Artificers unique spells is likely to result in other classes gaining access to them, such as via the Lore Bard, Magic Initiate, or Ritual Caster. The thing that really makes Artificers unique is their ability to tinker and create tangible magic, and tacking that on as a spell doesn't really do it justice.
My post was a suggestion that Infusions and class features represent a more rich opportunity to explore the Artificer's uniqueness, and that simply filling a void because it exists may not be the best way to achieve the ultimate goal, whatever that may be. Features like the Sorcerer's metamagic effectively creates "unique spells" by virtue of changing them on the spot, and giving the Artificer something equivalent might be more satisfying.
For example, giving an Artificer the ability to create Living Spells, via an infusion, the way that others can summon fey or constructs. The Artificer can give magic durability and permanence in a way that other classes aren't known for. Duplicating concentration, creating consumables, functioning as a magical battery, etc... things like these would become a problem as spells, even if "unique", but could be an option as infusions.
If you want them to have unique spells regardless, that's totally fine, it's just not the point of them. Every class that natively has magic has unique spells, so I understand the temptation.
Having expounded upon my original inadequate comment, let's look at a possible unique cantrip:
Cantrip:
Offense: Artificers should have something equivalent to Magic Stone and Shillelagh as those are the most temporary of magic items.
Defense: Blade Ward already exists for temporarily augmented armor.
What I haven't found is a trap effect cantrip, so maybe something like "Tinker's Terrible Treasure", which could be a spell that makes a random object appear valuable, but explodes when touched. The Artificer could either "drop" it while running to distract a pursuer, or throw it at a target to deal damage at short range. Basically, a "Cursed Item" cantrip.
For a higher level spell, we could give the Artificer "Bestow Sentience", which could temporarily allow a magic item to act as an independent creature, making its own attacks, casting its own spells, and essentially be a counterpart to Animate Objects and an alternative to Summoning. However, as Artificers are capped at 5th level spells, we can't design anything that is in the 6+ power tier, and there is a higher risk of pilfering from other classes.
Maybe a good candidate for a low level utility spell would be a compliment to spells like Find Steed, such as a 2nd level "Creeping Carriage", which could allow the Artificer to make a carriage (or equivalent) self-propelled. Can carry more passengers than a regular mount, but lacks the dexterity to be useful in combat and won't fit in most dungeons. Great for someone who needs to carry around their own workshop, and may provide other travelling benefits.
This is some seriously good advice for making unique Artificer spells. Thank you so much!