Tuesday, January 17, 2017

Artificer Class Discussion

Good Morning Game Fans, we’re back to continue our deeper investigation into the mysteries of Dungeons and Dragons, and how it shaped the larger roleplaying game community.  We’ve put a temporary hold on our discussion about races in fantasy roleplaying (We’ll pick back up with the races from Volo’s Guide to Monsters and the Elemental Evil Player’s Companion after this interlude).  We’re going to discuss the role of Classes in fantasy roleplaying games, and then we’ll take a look in turn at each of the character classes in the Player’s Handbook for Dungeons and Dragons, 5th Edition.


So what is a Character Class?  In Dungeons and Dragons (and many other roleplaying games) A Character Class represents a combination of special abilities, options and skills that make up a character’s occupation.  Your Character Class helps define what options you have to interact with the larger game world, and determines whether you’re a sneaky expert, or a bold warrior, or a crafty arcane magician.  


It also serves to indicate to other players what they can expect your character to be capable of doing.   In other words, it can serve as a keyword for you to identify a variety of factors.  It’s also the second most common descriptor used to identify a character after race.  For example, “He’s a human ranger, or she’s an elven wizard.”  in the same way that people can identify as a lawyer, or a doctor or a soldier, the fantasy adventurer identifies as a barbarian, or a ranger, or a wizard.  
Now Today’s Feature is a little different because we’re looking at an Unearthed Arcana class offering.  This isn’t the first one of these we’ve seen (looking at you, Mystic), but we’re going to revisit the Artificer as a potential character class for Dungeons and Dragons, 5th Edition.  Bear in mind, this class is currently undergoing playtesting, so not all of its abilities or features are set in stone, and i’ll be making suggestions for ideas to go with the options listed.  

Artificer:

Artificers are a fairly new idea to fantasy role-playing.  Conceptually, it’s a character that blends magic and technology into an amazing synthesis of magically engineered awesome.  This a character that blends elements of engineering, magic, and expertise into a unified idea about how magic can work right alongside science.  These are your mad scientists, alchemists, construct makers and gunsmiths.  If any of these ideas seem like a cool concept, then you may want to take a closer look at the Artificer class.  


Creating an Artificer:

Why did you pick Artificer for this character?  Is he or she a enchanted by the synergy of math and magic?  Drawn to the interplay between strange magic and exotic elements?  Drawn to the roar of cannons and the flash of lightning? What brought your character to this role, and how did they end up deciding on the Artificer life?    Figuring out these answers can help you figure out why you want to be an Artificer, and how you can select a background that works with the class and your concept.


Artificers are an interesting blend of arcane magic and expert talent.  They are unique in that they build items of magical power to assist them in whatever task they’ve committed to, and they are likely to be the character that can devise a solution for the problem at hand.  If you hear the MacGyver theme song playing in the back of head, you’re not far off.  These characters use practical experience, knowledge, and a little bit of arcane power to solve their problems and contribute to the adventurers they work with.  


The Artificer is an intelligence based spell caster, but you’re going to want to consider a high dexterity (for now) if you plan on being a gunsmith.  You are going to have a variety of options on how to interact in combat situations at range, so considering a decent dexterity anyway, and Constitution can be very helpful in the long run to keep your hit point total high.  


Class Features

This section contains all of the mechanically and statistically relevant information that you will need as a player to build your character.  


Hit Points:

Hit points represent the amount of damage a character can take before being incapacitated and potentially dead.  Every class has a specific range of potential hit point totals, modified by the character’s Constitution modifier.


Hit Dice:  Artificers use a D8 for their hit dice.  This is a middle of the road hit die, the dedicated arcane spell casters are rolling D6s, while the rogue, the Cleric, and the monk are also rolling D8s.  Compared to more martially capable characters, Artificers can’t take as much of a punch without succumbing to their injuries
Hit Points at 1st level: A 1st level Artificer will have 8 hit points plus an additional number of hit points equal to their constitution bonus.  
Hit Points at higher levels:  Every level after first, a Artificer gains an additional D8 hit die, which they can roll for hit point, or take the average value of 5.  They also get to add their Constitution modifier to whatever they roll.  The new Hit Die plus Con mod is added to their existing Maximum hit points, and they are off to the races.  


For example, a level 3 Artificer has just gained enough experience points to achieve level 4.  They roll a D8, and come up with a 6.  The player adds their Constitution bonus of +2, and this comes to an 8.  Added to the existing maximum Hit Point total of 24, the new 4th level Artificer has 32 hit points.


Proficiencies:

Proficiencies represent specific training and competency levels with a variety of weapons, armor, saving throws, tools, and skills.  When using weapons and skills your character is proficient in, as well as making saving throws of types your character is proficient with, you get to add your proficiency bonus to the die roll.  


Armor:  Light and Medium Armor
Weapons: Simple Weapons
Tools: Thieves Tools, Two other Tools of choice
Saving Throws:  Constitution, Intelligence
Skills:  Choose any three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Slight of Hand


Note: There are other ways to acquire certain proficiencies beyond the character class.  Certain races, backgrounds, and other options allow a character to pick up proficiencies outside their normal range, so if you see something you’re looking for, you might just find it in another section.  


Equipment:

Every character class has a recommended starting package of weapons and equipment.  This is an excellent way to save yourself time by grabbing a gear package and being ready to go.  All of the suggestions are laid out in a menu, and you as a player get to make one choice per bullet point for your character’s equipment.
  • (a) hand axe and light hammer or (b) any two simple weapons
  • light crossbow and 20 bolts
  • (a) scale mail or (b) studded leather armor
  • thieves tools and a dungeoneer’s pack



Class Abilities:

The majority of the remaining class description will feature a combination of special abilities and tricks that only members of this specific class have access to.  These are the other professional capabilities that define this class and separate it from the remaining ones.  They give the flavoring that make the bard play differently from the sorcerer.  They have a specific format that they’ll likely follow:


1st Level


Artificer Specialist
At 1st level, you choose a specialization for your Artificer, either Alchemist or Gunsmith.  These archetypes have special abilities gained at 1st level, 3rd level, 9th level, 14th level, and 17th level.  We’ll look at these more closely when we examine those archetypes at the end of this document.  
Magic Item Analysis
The Artificer knows the Artificer Spells Detect Magic and Identify, and can cast them as rituals.  The Artificer does not need the material components for the Identify spell when using this class feature.  


2nd level


Tool Expertise
The Artificer is an expert with their chosen implements.  Double the proficiency bonus for any checks made with the tool proficiencies gained from this class.  


Wondrous Invention
Through the power of awesomeness, magic, and engineering, the Artificer has constructed a permanent magical item.  This process is assumed to take up free time and long hours of research, study and practice.  The Artificer will gain another magical item using this ability at levels 5, 10, 15, and 20.  The Artificer must select an item from their current level or below when selecting an item.  
At 2nd level, the options are: Bag of Holding, Cap of Water Breathing, Driftglobe, Goggles of Night, Sending Stones


3rd Level

Spellcasting
Through the power of artifice, study, and mathemagic, the Artificer can create magical effects.  Spellcasting is an incredibly dense topic that is covered in Chapter 10 of the PHB (Spellcasting) and Chapter 11 (The Spell Lists).  I’m going to cover the basics of how Spellcasting is affected by being all that is Artificer, but you should definitely check out both of those chapters before slinging spells.

Spell Slots

The Artificer has a limited number of slots that they can use to cast magical spells.  There’s a big table on page 2 that will tell you how many spell slots of each level you have available.  In order to cast a spell, you need to have a spell slot of the appropriate level or higher available.  Casting the spell expends the spell slot.  All expended spell slots recover with a long rest.


Note 1:  Some spells work better when cast with higher level spell slots.

Spells Known of 1st Level and Higher

An Artificer knows 3 1st level spells at 3rd level, and there’s a handy chart on page 2 that shows an Artificer when they learn more spells.


Spellcasting Ability

Intelligence is the spellcasting attribute an Artificer uses.  The Artificer’s understanding of formulae, pattern and long hours of study have given the magic its power.  What this means in game terms is as follows:
  • Spell Save DC = 8 +Artificer’s Proficiency Bonus + Artificer’s Intelligence Modifier
  • Spell Attack Modifier= Artificer’s Proficiency Bonus +Artificer’s Intelligence Modifier

Spellcasting Focus

The Artificer can use an arcane focus as a focus for Artificer Spells. (Check out chapter 5 in the PHB for some more details)



Artificer Specialization Ability #2
Depending on which Artificer Specialization  you select, you’ll get one of two abilities.  I’ll cover these below when i cover the archetypes in greater detail.



4th Level


Ability Score Increase


You can increase one ability score of your choice by two points or you can increase two different ability scores by one point.  You can’t increase an ability score over 20 using this ability.  Some games allow feats, and you can substitute a feat for an Ability Score Increase.


Infuse Magic


An Artificer can pour magical energy into an inanimate object.  By increasing the casting time of a spell to 1 minute instead of 1 action, the Artificer binds the spell to the object.  This allows the Artificer to expend a spell slot and store the spell within the non-magical item chosen.  Any creature with an intelligence of 6 or greater can activate the spell with an action.  This ability lasts for 8 hours, after which time the energy fades.


The spell activated targets the creature activating it.  If it targets multiple creatures, the creature activating it picks additional targets.  If it’s an area effect spell, it’s centered on the item.  If the Spell’s range is self, it targets the creature activating the effect.  An Artificer can infuse a number of spells equal to his or her Intelligence modifier at the same time.  


5th Level
Superior Attunement


The Artificer can attune to an additional magical item, bringing the total to 4.  At 15th level, this improves again, and the Artificer can attune to 5 magical items.  



Wondrous Invention
The Artificer constructs another item.  Make a selection from the level 2 list, or from the following: Alchemy Jug, Helm of Comprehending Languages, Lantern of Revealing, Ring of Swimming, Robe of Useful Items, Rope of Climbing, Wand of Magic Detection, Wand of Secrets.


6th Level


Mechanical Servant


The Artificer builds a new friend.  Select a Large Beast with a Challenge Rating of 2 or less (Mechano-Horse, anyone?) and apply the following modifications to it.  
  • It’s a Construct instead of a beast
  • Can’t be Charmed
  • Immune to poison damage (can’t gain the Poisoned condition)
  • It understands all the languages its creator speaks, but can’t speak
  • If the Artificer is targeted by a melee attack and the servant is within 5 feet of the attacker, the Artificer can use his or her reaction to give the companion a  free melee attack
The Servant obeys orders to the best of its ability and rolls its own initiative.  If killed it can be brought back to life with spells or old fashioned Artificer ingenuity.  If completely destroyed, a new one can be built for the cost of 1,000 gp and a week’s worth of work.


This is one of the most interesting features of this class, but i think it doesn’t go quite far enough.  I think Animated Objects and other suitably low CR monsters should be available choices for the Mechanical Servant ability.  More thoughts on this later on.  


7th Level


No New Abilities gained


8th Level


Ability Score Increase


You can increase one ability score of your choice by two points or you can increase two different ability scores by one point.  You can’t increase an ability score over 20 using this ability.  Some games allow feats, and you can substitute a feat for an Ability Score Increase.


9th Level


Artificer Specialist Feature #3
Depending on which Artificer Specialization  you select, you’ll get one of two abilities.  I’ll cover these below when i cover the archetypes in greater detail.


10th Level


Wondrous Invention
The Artificer constructs another item.  Make a selection from the levels 2 or 5 lists, or from the following: Bag of Beans, Chime of Opening, Decanter of Endless Water, Eyes of Minute Seeing, Folding Boat, Heward’s Handy Haversack



11th Level


No New Abilities gained


12th Level


Ability Score Increase


You can increase one ability score of your choice by two points or you can increase two different ability scores by one point.  You can’t increase an ability score over 20 using this ability.  Some games allow feats, and you can substitute a feat for an Ability Score Increase.


13th Level


No New Abilities Gained


14th Level


Artificer Specialist Feature #4
Depending on which Artificer Specialization  you select, you’ll get one of two abilities.  I’ll cover these below when i cover the archetypes in greater detail.



15th Level


Superior Attunenment


(Improves to 5 Attunements)


Wondrous Invention
The Artificer constructs another item.  Make a selection from the levels 2, 5 or 10 lists, or from the following: Boots of Striding and Springing, Bracers of Archery, Brooch of Shielding, Broom of Flying, Hat of Disguise, Slippers of Spider Climbing


16th Level


Ability Score Increase


You can increase one ability score of your choice by two points or you can increase two different ability scores by one point.  You can’t increase an ability score over 20 using this ability.  Some games allow feats, and you can substitute a feat for an Ability Score Increase.


17th Level


Artificer Specialist Feature #5
Depending on which Artificer Specialization  you select, you’ll get one of two abilities.  I’ll cover these below when i cover the archetypes in greater detail.


18th Level
Ability Score Increase


You can increase one ability score of your choice by two points or you can increase two different ability scores by one point.  You can’t increase an ability score over 20 using this ability.  Some games allow feats, and you can substitute a feat for an Ability Score Increase.



19th Level
No New Abilities Gained


20th Level


Soul of Artifice


The Artificer can attune a 6th magical item.  Further, the Artificer gains a bonus to saving throws equal to the number of attuned magical items they own.  


Wondrous Invention
The Artificer constructs another item.  Make a selection from the levels 2, 5, 10 or 15 lists, or from the following: Eyes of the Eagle, Gem of Brightness, Gloves of Missile Snaring, Gloves of Swimming and Climbing, Ring of Jumping, Ring of Mind Shielding, Wings of Flying.



Thoughts and Ideas:

I have a couple of questions about Wondrous Inventions.
First, is the Artificer the only person who can use the item they’ve made?
Second, what happens should one of these items explode, melt, or otherwise be destroyed?  Can they make a replacement for the item?  What happens if they have an item that either they’ve outgrown the need for or the party finds one?  


I think Mechanical Servant is a neat ability that can provide a lot of fun for the Artificer and his companions.  


Overall, i think the class focused on constructing and utilizing magical items to their fullest capabilities is a very interesting concept.  I like the fact that the basic magical items they construct aren’t weapons or armor.  This class has a ton of options for bringing incredibly useful items to the party and have competencies that make them excellent back up for a party’s trap detecting specialist, and an additional expert in knowledge areas.  

Archetypes:

A character class is built to be as broadly encompassing as it can be.  There are many types of wizards in the world, and different types of fighters as well.  Each class has access to a selection of Archetypes that allow a player to further tighten up their concept and build the type of character they are specifically looking for.  Rogues have access to both thief and assassin, for example, and while they are both Rogues at heart, the abilities that each Archetype uses definitely change the way the class feels to play.  


The two Artificer Specializations offered in the Unearthed Arcana for the Artificer are the Alchemist and the Gunsmith.  Each one adds a group of abilities to the core Artificer, and they can shift the way you look at your character and the feats of awesome you might want to pull off.  First, i’d like to say that i think the Artificer could do with at least two additional Archetypes, the Scientist, (A Dr. Jekyll type of Alchemist that uses Artificer magic to turn into a rampaging beast), and the Mechanic,  built around the Mechanical Servant and finding ways to augment that particular feature with more powerful options for the Servant.  

Alchemist

The Alchemist uses the Artificer’s lore and expertise to create magical effects on the fly.  From entangling masses of glue to explosives, acids, and a bewildering array of interesting short term magical effects.  This character is never without choices when they have their trusty alchemist’s kit, and can usually find a solution to a problem, with enough time and reagents.  Let’s take a closer look at the abilities for the Alchemist.  


1st Level


Alchemist’s Satchel


The Alchemist puts together a working alchemy kit that fits into a bag he or she can carry with them.  The bag contains exactly the right materials an Alchemist needs to make any given formula.  After the formula is used, the bag reclaims any remaining materials.  In order to use any of the formula options listed below, the Alchemist needs to have his or her satchel within reach.  


Alchemical Formula


The Alchemist is a master of formula and chemistry.  At 1st level, the Alchemist learns 3 alchemical formula.  They receive the formula for Alchemical Fire, Alchemical Acid, and one of their choice.  They lean an additional formula at 3rd, 9th, 14th and 17th level.  If the Formula requires a saving throw, it is 8 + Alchemist’s Proficiency Bonus + Alchemist’s Intelligence Modifier.  


3rd Level


Additional Formula


The Alchemist learns an additional Formula, as described above.


9th Level


Additional Formula


The Alchemist learns an additional Formula, as described above.


14th Level


Additional Formula


The Alchemist learns an additional Formula, as described above.


17th Level


Additional Formula


The Alchemist learns an additional Formula, as described above.


Formulas

I’m not going to do a full breakdown of the formulas (you can find those on page 5 of the Unearthed Arcana article for Artificer), but in broad terms, the 7 formulas provide 2 means of directly dealing damage, a healing option, a cover provider, a glue bomb, a movement accelerator, and a distraction.  Check them out in detail on page 5 (Note that the damage dealing and healing versions scale up with the Alchemist’s level).  

Thoughts and Ideas:

The Alchemist turns up the Artificer’s problem solving ability to 11.  With the right formula in hand, an Alchemist can solve many of the problems associated with exploring and dungeon crawling.  Honestly, i think there aren’t enough formula options.  WIth 7 total formula, and 7 slots where a formula is acquired, it’s a matter of when the Alchemist picks up an ability rather than a hard choice of what options he or she chooses to pick up.  There are a variety of other alchemical options for interesting effects you could slot in, including
  • Cold, Poison, LIghtning, Radiant damage
  • Sleep grenades
  • Condition fixers
  • Light Sources
  • Water Breathing options
  • A variety of tools to open/melt/burn through walls, doors, and locks
  • Scent based options to confuse animals, incapacitate guards, induce charm effects
In this instance, i honestly think more options are better because it allows the Alchemist to specialize into a party niche that is otherwise unoccupied, and it lets two Alchemists in the same party focus on different sorts of tricks.  


Gunsmith

The Gunsmith takes the engineering and design focus of the Artificer and turns it to a violent end.  Alchemical powder, lead and steel combine with lethal intent to create a rare, possibly unique weapon of personal defense.  The Gunsmith may not change the world with his or her invention, but it will change their immediate environment.  Let’s take a closer look at the abilities for the Gunsmith.  


1st Level


Master Smith
When the Artificer chooses the Gunsmith Specialization, they gain proficiency in Smith’s Tools and learn the Mending Cantrip.


Thunder Cannon
At 1st level, the Gunsmith constructs a gun.  This is a two handed ranged weapon (range 150/500) that does 2d6 points of piercing damage.  Once fired, it needs to be reloaded as a bonus action.  Should the Gunsmith misplace or break the Thunder Cannon, it can be replaced by spending 3 eight hour work days and 100 gp for replacement materials.


Arcane Magazine
The Thunder Cannon requires specific ammunition and equipment to maintain a prime working condition.  The Gunsmith creates a magical bag to carry the tools and ammunition for his or her Thunder Cannon.  After a long rest, the Gunsmith can magically create 40 rounds of ammunition for the Thunder Cannon.  After a short rest, the Gunsmith can create 10 rounds of ammunition.  This bag can be replaced for 25 gp as part of a long rest.  


3rd Level


Thunder Monger
The Gunsmith can infuse the Thunder Cannon with...well Thunder.  As an Action, the Gunsmith can use a special attack that deals Thunder Damage in addition to the normal damage the Thunder Cannon does.  At 3rd level, this is an extra 1D6 points of Thunder Damage, but it scales up with level.  


9th Level
Blast Wave
The Gunsmith can infuse the Thunder Cannon with Force energy.  As an action, the Gunsmith can unleash a wave of energy at everything within a 15 foot cone, emanating from the Cannon.  Each creature in the affected area has to make a Strength Save (DC 8 + Intelligence Modifier + Proficiency Bonus) or take 2D6 points of Force Damage and be pushed 10 feet away.  The Damage scales up as the Gunsmith levels up.  


14th Level


Piercing Round


As an action, the Gunsmith can fire lightning from the Thunder Cannon.  The Thunder Cannon unleashes a bolt of lightning 5 feet wide and 30 feet long in a direction of the Gunsmith’s choosing.  Creatures in the targeted area must make a Dexterity Save (DC 8 + Intelligence Modifier + Proficiency Bonus) or take 4D6 points of Lightning Damage.  The Damage increases to 6D6 when the Gunsmith reaches level 19.  


17th Level


Explosive Round


The Gunsmith can fire explosive rounds using the Thunder Cannon.  As an action, the Gunsmith fire’s a fiery infused round at a point within the range of the Thunder Cannon.  It explodes, forcing everything within a 30 foot radius of the point selected to make a Dexterity Save (DC 8 + Intelligence Modifier + Proficiency Bonus).  Creatures that fail their saves take 4D8 points of Fire Damage.

Thoughts and Ideas:

Honestly, i am not as impressed with the Gunsmith as i am the Alchemist.  Sure, it has a gun, and that’s going to trigger some sort of response from the Dungeons and Dragons community about guns in fantasy, but this weapon is comparable to most other weapons in the game in every category but range.  Honestly, i think the Gunsmith is going to have to be using the special shot options available, and that means a lot of Thunder Mongering until other options become available.  Gunsmith is tightly focused around the themes one associates with cannons and firearms, which i like, but being able to only get off 1 shot per round means that this archetype is not going to be as effective as other possibilities in different classes.  I think the Thunder Cannon is a little underpowered.  


Conclusions:

The Artificer is an interesting look at the design philosophy for 5th edition.  I personally don’t consider this to be an arcane spellcaster.  It’s an expert class like a rogue or a bard with a different focus and additional spell casting support.  This is one of the first classes that has a built in supply of magical items and i like the additional selection of buildables.  It offers utility and allows the Artificer to specialize in several different roles within a party.  It’s a team player of a Class, and i like it a lot.  


I would like to see the two additional Archetypes i mentioned above, the Scientist (Looking at you, Dr. Jekyll) and the Mechanic, (Because everyone wants to build their own best friend).  I think the Alchemist needs more choices, the Thunder Cannon is a little underpowered, but i think those are little tweaks.  




No comments:

Post a Comment