WIP: Artificer 2.0 (Thundersmith)
Added 2019-06-06 04:14:55 +0000 UTC
### General Update and Blather
Skip to Artificer below for update...
For the most part the time of troubles is behind us, but I do have a pretty heavy workload this week and next week, so I wouldn't say updates are fullspeed again, but I hope by mid month we'll be back to that. Artificer 2.0 is the top of the list, as I'd like to have that wrapped up before June ends.
A few other items are coming. Crafting will probably not start showing up until after Artificer 2.0, but I think I will sneak in a Psion update soon, some patron items are in coming soon (include the start of the new race/class project), I do want to get at least one other subclass idea out soon, and some random crap from my games I might add. I also plan on actually finishing and publishing the revised BM Ranger soon(ish), as technically that was an ask from last month, but we decided to do another cycle on it as the requester is play-testing it.
This one took a long time, as I was struggling with exactly how I wanted to do this one. In the end, well, not many changes, but this is actually the first one I started with, and kept sort of scrapping and restarting, so hopefully these will come a bit faster now that this one is done. Warsmith is probably next. Potion/Gadgetsmith will be faster as they have a lot less changes (mostly just updates, but they were newer and more polished, and aren't changing their dynamic as much). Fleshsmith will be last and take a long time, than 2.0 will be ready. I will update each one a bit
### Artificer
- * Scrapped Wondrous Item Savant. Was probably too powerful, and was too finicky, and the power flucuated too much for different subclasses. Might come back if i don't have a better idea, but going to try a new capstone...
- * Peerless Inventor added. Less powerful, but maybe more interesting, and still fairly powerful. Has a few wrinkles still, but want to try out something like this.
### Infusionsmith:
- * Thunder Mine and Fire Mine removed as upgrades. The Artificer can just take those spells if they want them. If they want more uses of them, they could take a Wand of them and get the same effect, but slightly better.
- * Added Lesser Ring of Protection Upgrade
- * Added Ring of Reaction
- * Added Invisibility Cloak.
- * I need a new 15th level ability for Infusionsmith. Technically they can just take more magic Rods, but I think there's room for at least 1 more unique OP upgrade for 15th level for people that don't want to do 3 animated weapons.
I wanted to add more "magic items" to the infusionsmith list, as well as upgrades that *can* be shared, for the Infusionsmith that wants to be a bit more supportive at the cost of *some* of their own power.
And on to the main event...
### Thundersmith
This is the new version of Cannonsmith.
- * Thunder Cannon -> Stormforged Weapon. Can now select Thunder Cannon, Hand Cannon, Kinetic Hammer, and Charged Blade. For now Arm Cannon has been dropped, it will reappear in the Expanded Toolbox, but I think it fits better there where I can do some sillier stuff with it.
- * Thunder Cannon changed to 1d12 from 2d6. I think the bigger range is a better fit for a cannon. Slight nerf, but that's made up in other features.
- * Reload action replaced with standard Loading action. This means it no longer requires your bonus action to use. Rogue multiclassing is being observed carefully, and nerf hammers are at the ready.
- * Thundermonger wording changed slightly, but actual functionality is the same.
- * Elemental Swapping has been moved to an upgrade. Replaced by Unleashed Power.
- * Unleashed Power is sort of like... a proto smite. It's but it's more like the Sorcerer metamagic. Numerically I think it's pretty good, but may need to review some tweaks. I like this better than smiting, as it's a numerically still pretty good, but doesn't have the burst potential. If this needs a huge buff, it might maximize X# dice, but I think that's way too good based on napkin math.
- * Lighting Charged Bayonet -> Adaptable Weapon. Basically the same thing, but can go both ways.
- * Arcane Lightning -> Brought over from Expanded Toolbox.
- * Extended Reach -> New version of Extended Barrel. Only 1 upgrade now.
- * Point Blank -> Brought over from Expanded Toolbox and buffed. Now allows opportunity attacks with handcannon (making it an alternate path to adaptable weapon, basically).
- * Sonic Movement -> Brought over from Expanded Toolbox.
- * Weapon Improvement -> Moved up to level 5, now is one upgrade, scales to +2 at 14.
- * Harpoon Reel -> no longer applies Thundermonger on its own.
- * Ride the Lightning -> Move over from Expanded Toolbox.
- * Backblast -> Brought over from Expanded Toolbox and nerfed to int/day (thunder clap scales pretty well).
- * Blast Radius -> Clarified slightly to include modifier in halved damage.
- * Elemental Swapping -> Added, same as feature version, but requries 15th level.
- * Massive Overload -> Brought over from Expanded Toolbox.
- * Masterwork Weapon -> +3/+4 scaling at 20 for 1 upgrade, so +3 is now 2 upgrades total but comes much later, and scales to +4.
One or two more upgrades will be added in time, one I've had some time to think through and let it settle. Probably upgrades specific to Charged Blade/Kinetic Hammer to expand their functionality a bit.