Artificer 2.0
Added 2019-07-07 21:31:33 +0000 UTC
So this is mostly it. Obviously things will still shift and change, and I will be scrubbing through for any corrections or typos, but this is largely the version that will get posted tomorrow.
I've made some grammar fixes and the like (thank you to all that submitted corrections to add to the pile!) and I've gone through and fixed a few more on my own, but there is still quite the pass to go through from various name updates still propogated across the upgrades and the like.
Change Log (since last version):
- Clarified that if you pick a Stormforged Weapon that requires ammunition with cross disciplinary, you get the ability to make ammo too.
- Added Alchemical Acid to Cross Disciplinary.
- Renamed Deployable wings to Flying Gadget. I don't care if they are wings are not.
- Added two clarifications to Stormforged Weapons - one that they can share a pool of upgrades instead of having the same ones (to allow for mixmatched types of weapons) and one to say fuck the loading property.
- Added Faraday Helmet and Arcaneware Upgrades to Warsmith. I may need to double check the math with Faraday helmet, but that's 2-12, which does not seem that unreasonable to me.
Fleshsmith...
- I changed Perfection of Form to bring back the bonus action attack. Constitution modifier/long rest times. Lot of people were under the opinion the first level feature was too weak without it.
- I heavily changed Live Dissection and added it to Perfect of Mind; it now allows you to replace an attack roll with an Intelligence Medicine check; this is way way more likely to hit than an attack due to expertize, but does less damage (particularly once extra attack shows up, as it just doubles the twice, not the modifier).
- I nerfed Doctor, and moved the second half the upgrade to Field Surgeon. Technically... Field Surgery does not require Doctor, but it is highly recommended for obvious reasons.
- This means that the Doctor route has the same number of upgrades for the same functionality as previously; but lifts the hit dice spend to level 3, which is probably a bit more reasonable.
- I dropped Perfect Specimen as people mostly did not like it. I added a new feature called Autoimmune Response. Its like Not-Quite-Legendary Resistance.
- Added Better Eyes.
- Tweaked Extra Arm as it no longer gives extra attacks on its own.
- I removed "Light" from Extra Claws as the natural weapons no longer interact well with dual wielding, and traditionally natural weapons aren't light (even unarmed strikes aren't). this is probably for the best as I've done this elsewhere with natural weapons, but I think makes extra claws probably fairly bad, as it's basically just a rapier now. I guess it's more "an option".
- Extra Tentacles bonus action removed.
- Field Surgery: the second half of the Doctor upgrade, slightly tweaked. Technically does not require Doctor... probably recommended though.
- Extra Endurace added at 11th level, makes the bonus action of Perfection of Form unlimited.
- Extra Arms is still there. Still maybe too good. Still might get nerfed further.
- Very Forbidden Knowledge now only works with the fangs bonus action attack, but deals 2d8 damage instead of 1d8.
- Added Vivisection, allowing the Intelligence (Medicine) attack of Perfect of Mind path to instantly kill people. That seems fair and balanced.
- Added Best Eyes, as an upgrade to Better Eyes (the old Dragon Eye upgrade).
- I added Nystul's Magic Aura to the spell list (against my better judgement).
There will still be some tweaks between this and tomorrows version as I continue process the last of the playtesting feedback (and general feedback). Huge thanks to those that spent their weekend playing around with it, and huge thanks to all that send in feedback in general.
My main goal between now and then will be to sit down and actually read the document one more time end to end and make sure that everything is more or less where it supposed to; create the master change list, make sure the art additions are credited, etc.