SamuKata
KibblesTasty
KibblesTasty

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Artificer Expanded Toolbox v1.5

This isn't everything I wanted to do with this version, but I realize I'm falling into the trap of letting "done" get in the way of "people want to see stuff" :) - I can always put out a new version, and the current version of 1.5 wasn't sort of in an odd twilight state of being half published with the old stuff removed but not the new stuff added...

The big thing this is missing is the updates to Fleshsmith. Gadget and Infusionsmith aren't getting much here, but they are probably the two in the best state (relative to where they are going 2.0). Warsmith and Cannonsmith are both ones I'm happy with, but am looking to streamline their flexibilty - this doesn't necessarily mean they will be more streamlined or more flexible, but the options of what you can do with it should be more apparent in 2.0

Golemsmith I've decided to break from the Warforged Golem. That will still be there, but will no longer be the default assumption of the class (sort of like Cannon and Warsmith are not going to assume a Thunder Cannon or plate armor either per se).

 tl;dr - this isn't everything I want to do, and we might see a v1.5.1 or v1.6 relatively quickly, but I don't just want to sit on my changes like a dragon guarding it's hoard.

This is probably enough stuff for an update anyway, and as noted the current version is a bit rough, so I wanted to just get this out to people. I will reiterate the Expanded Toolbox is my testing content... this stuff is still under going number grinding and scenario testing.

1.5 Changes

Runesmith

Cannonsmith

Gadgetsmith

Golemsmith

Infusionsmith

Warsmith


Don't see your idea here? Feel free to pitch it again! I definitely missed some stuff this time around; been in a bit of a time crunch (sorry about this; life seriously getting in the way of my plan to spend my days playing D&D and making D&D content recently, trying to resolve that problem...). I don't mean that I will include everything, but I certainly don't mind seeing ideas again for reexamination or reminders of good ideas!

Also I've seen some cool versions subclasses/revamps of people have done of for my Artificer. If anyone of the people that've made those want to post their versions here on or on the community tab for other people to see, I certainly don't mind - just tossing that out there. :)

PDF version is updated on the main page.

Artificer Expanded Toolbox v1.5

Comments

You add your Int to the value on the die, not to the attack roll. The value on the die is then used for the attack roll value, adding their modifier + proficiency. So it basically turns a 15-20 into a crit (if you have +5 Int), and otherwise just adds +5 to hit. This means that it grants 25% hit and 25% crit. It's not actually that mathmatically different than just giving advantage on an attack, so it's not like it's massively powerful, it just is useful because it stacks with advantage and gives a higher crit chance (as advantage only gives you 5% more to crit). If your ranger is shooting an Arrow of Dragonslaying, that's a really good time to use it! I think with a spell it's okay to have it be better in some situations than others, after all they can just to use it when it'd be good. Dwarven Thrower or Boomerang are interesting cases given they return to your hand, but I don't think the spell is good enough that throws those out of whack. It's a good combination, but not insane.

KibblesTasty

Bit late here, but I'm not sure how I feel about the Seeking Projectile spell. Firstly, it's unclear how the "if this makes the result a 20, it's a crit" situation works. Eg. Let's say you use this on your Ranger's Arrow of Dragon Slaying. He rolls to hit and gets a natural 14, plus his bonuses means 22 to hit. Then he adds your Int for 26 to hit. The result was already above 20 before your intervention, so by the wording of the spell, it does not become a crit. If this is the correct interpretation, then the spell actually becomes worse as you increase in level, as increasing stats and proficiency bonus mean you're more likely to get above 20 without any help. Secondly, I'm not how I feel about the power varying from underwhelming when used on most weapons (especially ammunition, which is likely a one and done situation), to very strong when used with a Gadgetsmith's Boomerang of Hitting or a Dwarven Thrower. It seems like the perfect spell for a Boomerang wielding Gadetsmith, but not worth the spell slot on anything else.

Added crossbow spider? Damn it, are those dwemer ballistae going haywire again? And I like what I see about the Self-Forged integration!


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