WIP Artificer 2.0: Gadgetsmith + Potionsmith (updates to rest)
Added 2019-06-25 23:19:33 +0000 UTC
We are almost there. Gadget and Potionsmith are the "least exciting" in what has been changed, but for people that already love them that might be the "most exciting". They are mostly balance changes and additional upgrades being added, but with some small tweaks.
Change Log:
Gadget Smith
- Airburst Mine can now be used to cast Shatter or Thunderburst Mine.
- Enhanced Grappling hook reduced to 30 feet (from 40). Multiple grappling hook movement mobility should be extremely good, but it was a bit extreme.
- Jumper Cable added (from Expanded Toolbox).
- Mechanical Familiar no longer restricts flying pets. Have your damn mechanical owls, and may their hooting haunt your nightmares.
- Net Launcher, added.
- Repeating Hand crossbow; the additional attack no takes your bonus action, and is also made without advantage, when giving up advantage to make an additional attack. Unfortunately there was not an easy way to disable this weapons integration with sharpshooter, and sharpshooter scales too well on extra attacks. It is still fairly good with sharpshooter. I'm not thrilled that this makes it not work particularly well with Crossbow Expert, but unfortunately the CBE + Sharpshooter + This was too good, and this upgrade already eliminates 1/3 of the CBE feat (the removal of the loading property) so it made sense to go that direction.
- Explosive Gauntlet added. Stay tuned, a bit more of this will surface in the next Expanded Toolbox update.
- Smoky Images added (from Expanded toolbox)
- Vanishing Trick added (from Expanded toolbox)
- Crossbow Spider added (from Expanded toolbox)
- Bracers of Empowerment moved to 15th level. Tensor's transformation is really powerful.
- Dimensional Toolbox added.
Infusionsmith
- Infused Armament has been renamed Arcane Armament.
- Infused Weapons now step up the die once of any single die weapon less than a d12. This is intended to make the option better, while not necessarily making greatswords better, as greatswords with this option did not really need to be made better, but makes a longsword or rapier still not quite as good as greatsword.
- Arcane Armament Upgrade renamed Arcane Mantle (to avoid having the same name).
- Mixed Technique has been made more generic - you can use any combination of animated weapon, infused weapon, and blasting rod, though the maximum value you will get is one cantrip + one attack or two attacks + one attack, you cannot get two attacks + cantrip. Technically you can do Booming Blade + one attack/one animated attack with it; some people would really like to see that before 11th level, but 11th level is the only place that becomes fairly reasonable for a half caster.
- Empower Weapon nerfed/changed. It now is 3d4 (from 4d4) but is hit confirm (you do it on hit, not attack and than see if you hit) and you can now upcast it for an additional 2d4 per level; so 3d4 + 3d4 + 2d4 per level over 1st. This is slightly worse scaling than a Paladin in pretty much every way, but that's sort of intentional - it is potentially ranged damage, and it's an upgrade, not meant to be equal to one of the more iconic and powerful class features. For comparison sake (for those that think it is still too strong) a Paladins is doing 1d8 per hit (so 2d8) + 2d8 for fist level, +1d8 per level; and notably does not require a bonus action.
Potionsmith
- Instant Reactions are now pick 3 of 5 with Acid and Fortifying Fumes added to the default list. I considered for awhile if there was a reason not to do that, and decided there wasn't.
- Poisonous Gas radius increased to 10 feet (from 5).
- Alchemical Homunculus renamed to Homunculus Familiar and just casts Find Familiar. The restrictions on it previously were a bit of a headache.
- Inoculations now is per long rest, as it was a bit awkward with changing party members previously as to how it worked.
- Weapon Poison from Poisoner's Proficiency now only lasts 10 hits on a melee weapon, the poison also expires if it is not used by the end of the a long rest, to clarify that you are not intended to just stockpile it.
- Explosive Powder added (from Expanded toolbox). Traps and sappers. Remember kids, do not stand next to the castle wall when blowing a hole in it.
- If it looks like a 5th level upgrade is missing, it is. I will think of something. Haven't had a good idea yet, as Potionsmith's already scale up super well at 5, so it's probably not goign to be more damage.
Warsmith
- Artificial Strength changed again. You can raise your Strength up to your Intelligence, decreasing your intelligence as much you raise your strength. This is mechanically very similar to original swap, but hopefully feels better.
- Artificial strength is now an action or when you done your gauntlet (to work better with collapsible/recall).
- Armor grants +2 Strength/+2 Maximum Strength again. Note that Artificial Strength cannot increase your Strength higher than your original intelligence, so while the +2 Strength helps, the max 22 does not help Artificial Strength unless they also have Sentient Armor (22 max Intelligence). A warsmith using Artificial Strength won't be able to use the full power of Iron Muscle (Strength max 24) though, which gives Warsmiths using strength some remaining advantage.
- Some may still view this as too fiddle, but I think this is the correct balance. Artificial Strength is very good, but does not completely eclipse the Strength build for those that want the purest form of punchy-punch, and there are three distinct routes - Strength, Artificial Strength, and Intelligence focused, with them being fairly fluid in which you focus (you could still get quite hit Str/Int naturally, just as before between the armor, upgrades, and ASI).
- You no longer get a free second gauntlet at 3. There was not a good way to make this not overloaded unless I took away the free +2 Strength, and preliminary reactions to that were "fuck no" so I decided to just not go that route.
- Earth Projector dropped. Will go back to the Expanded Toolbox probably.
- Energy Projector is back to just Force Blast.
- Projectors no longer require Energy projector. Rather than modifying your force blast, they allow you to cast cantrips (firebolt and shocking grasp respectively).
- Lightning Channel added.
- Cloaking Device added, but is not the old version. Allows you to make a Intelligence (Stealth) instead of a Dexterity (Stealth) check to hide. Can cast Greater Invisibility once/long rest.
- Lighting Rod (added, upgrade for Lightning Channel).
- Capacitors are back to just casing Cone of Cold/Destructive Wave + the other effects, just like the old version.
- You can now take Titan Grip twice to wield 2 two-handed weapons.
- Virtual Interface is back, but as 15th level upgrade; it makes you only lose the 2 int from Sentient Armor when engaging Artificial Strength.
As always, let me know your thoughts. I think for the most part this is pretty close to what will roll out, though lots of grammar/consistency things from all the name shifting. I know that not everyone will be fully happy with Artificial Strength, but at this point I feel that it can play the 1.7 Warsmith with very little change - so while I prefer everyone is happy with it, I'm more okay moving forward with a change that is still not perfect if it's mostly additive (just adding another playstyle), and the majority of people do want some form of Artificial Strength, and I think the level 1 guantlet choice will smooth out some of the trouble between the other paths. Trying to make 2 of the other gaunlets as good as the 2 power fists seemed like trying to solve an unnecessary problem - I can just tax the second powerfist an upgrade.
Potionsmith and Gadgetsmith are pretty similar. I don't expect everyone to love the nerfs to Repeating Crossbow, and between you and me, if your DM is happy and you are happy... just don't take that change. It was too good, but it wasn't breaking anything really, but it was one of the most common complaints I got, and my objective with the Gadgetsmith has never been to make it the top tier damage dealer, and with certain set ups it was probably getting close to the high water mark through just due to the absurd power that is CBE + SS, so anything that makes that better is really really good.
Infusionsmith I think is good. I did try the 1d4 to Infused Weapon again, but that seemed like overkill after toying around with it a bit. Infusionsmith's can use GWM, with either Infused or Animated Weapons, and I'm not thrilled about that, but after digging into the numbers, I decided I don't care and it's not worth fixing. 15 foot range on GWM does not really break anything that SS has not already broken and laughed it's way to the bank with. The most popular GWM build is PAM/GWM for the extra attack, and that's already 10 foot range and doesn't work great with Animated Weapon.
Next up, and hopefully by the end of this week is the last major piece... Fleshsmith. That's going to take some doing. I am also probably going to change it's name for a petty reason to Skinsmith or something, mostly because I don't want to put it first in the document. I have learned from Cannonsmith that a lot of people only read the first subclass, and I feel that being the first subclass would probably not be the best impression because it's an odd thematic (I think it still fits in Artificer, but eh). I may just leave it as Fleshsmith and just... not put it in alphabetical order. That will upset some people, but may be worth it as i like Fleshsmith better than Skinsmith right now. I think Gadgetsmith being first is probably for the best, as I think that's one of the best subclasses and very on theme. I could do Warsmith->Armorsmith and put it first, but i don't think that's worth it, as i like Warsmith being near the end as a lot of people know it's there from the first image and reading through to find it. I probably think about document order more than is normal, but I do know that Cannonsmith was the only one a lot of people ever read, so........... it's not entirely an accident it got renamed to Thundersmith.
My current hope is to do the public Artificer 2.0 post July 1st, but we'll see. I'm trying not to let perfect get in the way of done. Once this gets out to the public, the public will have lots of feedback to, and there will be a 2.1