I’m in Seattle to chew gum and play D&D, and I’m all out of gum.
On Saturday the 25th I’ll be playing D&D with the Wizards of the Coast team in a marathon session to defeat Tiamat and help children, which are basically the same thing. I’m going to be in the game from 8 AM to 4 PM Pacific Time, and you can watch the game HERE.
Click here to watch the game tomorrow!
In case you’ve somehow avoided all my other posts on the subject, this is part of an charity program called Extra Life. I’m personally raising money for Doernbecher’s Children’s Hospital in Portland. Thanks to everyone who’s supported me so far: it’s been amazing and touching. If you haven’t donated yet, it’s not too late!
The first character I ever played in an Eberron campaign was a warforged artificer named Smith. My favorite thing about playing an artificer was the ability to come up with the perfect tool on the spur of the moment. Between Weapon Augmentation and Armor Enhancement I could tailor my equipment to have the ideal enhancement to deal with my current enemy. My favorite infusion was spell-storing item; this allowed an artificer to create a one-shot wand loaded with any spell of up to fourth level. I could come up with a healing spell to help a wounded ally, a fireball to take down a mob of enemies, or suddenly build a mystical translator (using the tongues spell) out of eggshells and coconuts. However, there were restrictions to balance out this powerful effect. The maximum level of the spell was tied to my level, so I couldn’t spell-store a cleric spell that a cleric of my level couldn’t cast. The infusion took a minute to perform, unless I burnt an action point to reduce this to one round. And most important of all: I had to make a skill check to make the infusion work, and if I made a particularly bad check the whole thing could backfire. So it was an extremely powerful and versatile effect, but it was unpredictable and risky. More than anything else, THIS made me feel like a magical inventor. I could reverse-engineer the magic performed by any other class… but I could never be sure this dangerous experiment would work!
Thanks to generous donations, I will be playing a warforged artificer in the Extra Life marathon. But there’s no artificer in Fifth Edition Dungeons & Dragons. In 3.5 the artificer had an entirely unique system for infusions, along with deeply ingrained abilities tied to creating permanent magic items, and the final 5E artificer may require equally unique systems. That’s not what I’m developing today. There simply isn’t enough time to properly playtest an entirely new set of mechanics; I don’t yet feel that I myself know 5E well enough to be confident in my sense of game balance; and DM Greg Bilsland didn’t agree to have me show up with some sort of completely untested wild card class. So instead I’m using an existing class as the foundation for my artificer – altering spell lists, proficiencies, and such, but still working from a playtested framework that the DM is familiar. I want to come up with something that feels like an artificer to ME, and it will help me think about how I might create a full artificer in the future. But this is a hack for Extra Life, NOT a fully developed class! Further, as I’m only in the first 8 hours of the game, I’m only worrying about the first five levels.
SO: I’ve decided to base my artificer on an existing class. But which class should I use? Let’s consider the defining elements of the 3.5 Artificer class.
- Simple weapon proficiency
- Light and Medium armor proficiency, proficient with shields
- The ability to disable traps like a rogue.
- An exceptional talent for creating permanent magic items.
- The ability to create temporary magic items using infusions. This system had some similarities to spellcasting. The basic list of infusion effects was very limited, focusing on effects to enhance the abilities and equipment of the artificer and allies and the ability to disable or repair constructs and objects… and the unique abilities I mentioned before.
- Many of the artificer’s most useful and versatile infusions had a base casting time of 1 minute; this could be reduced to 1 round by burning an action point.
To begin with: For this session, I’m setting aside the creation of permanent magic items. Magic Items fill a different role in 5E than in 3.5, and the issue of how to approach this with the final artificer will take some thought. Given that, I’m looking for medium armor proficiency and shields; proficiency with Thieves’ Tools; and a character that generally fights with (magically enhanced) weapons as opposed to slinging spells.
In my original Hacking 5E Eberron post I suggested using a reskinned warlock as a base for a placeholder artificer. This was based on the idea of an artificer using infusions to enhance a crossbow – so eldritch blast was his default magic crossbow, while effects such as burning hands or fireball would be special-purpose bolts jury-rigged on the spot. After discussing the idea with WotC R&D Designer Rodney Thompson, I came to the conclusion that it wasn’t such a good match. The warlock has a very limited selection of spells, uses light armor and no shield, and has little ability to enhance allies. Rodney suggested a variant wizard. The wizard is a more versatile spellcaster, and I could explain his spells as his infused items. But this just didn’t feel right to me. When I played Smith I went toe-to-toe with my enemies and laid them low with an enchanted hammer; I didn’t stand back and use offensive spells.
Finally I settled on a cleric. Before you apply domain the cleric has the right armor and weapon proficiencies, and is largely focused on enhancing allies as opposed to blasting enemies. So with that said, here’s how I’m hacking the Cleric to create an artificer for Extra Life.
BASE CLASS ABILITIES
Armor and Weapon Proficiencies: As cleric.
Tools: Special (see Domain)
Saving Throws: Wisdom, Intelligence
Skills: Choose two from History, Insight, Investigation, and Perception (see Domain)
Cantrips. As cleric (modified spell list).
Spellcasting. As cleric (modified spell list). Intelligence is used as the Spellcasting ability instead of Wisdom. All curing magic is replaced by “Repair” infusions that have the same effect, but only work on constructs.
Ritual Casting. As cleric. From a cosmetic perspective, the artificer isn’t actually performing a ritual – he’s reverse-engineering it and hacking it to produce the same magical effect. But the EFFECT is the same as if he’s performing a ritual, and he still needs to have the spell prepared.
Spellcasting Focus: The artificer can use Artisans’ Tools as a spellcasting focus.
“Expert Infusion” (Channel Divinity). This functions in a manner identical to the Cleric ability, but the Artificer doesn’t have access to Turn Undead. Instead he starts with Weapon Augmentation and gains access to Perfect Tool from his “Domain”.
Domain Infusions
1st – Detect Magic, Identify
3rd – Magic Weapon, Enhance Ability
5th – Counterspell, Dispel Magic
Domain Ability: MASTER OF ARTIFICE
At 1st level, you become proficient with Arcana, Thieves’ Tools, and one type of Artisans’ Tools. Your proficiency bonus is doubled for any ability checks you make using Arcana and these tools.
PERFECT TOOL (Channel Divinity)
You can imbue an object with an enchantment that makes it the perfect tool for whatever situation you are dealing with. As an action, choose one skill or tool. For the next 10 minutes (and as long as you have the object) you have proficiency with the chosen skill or tool.
WEAPON AUGMENTATION (Channel Divinity)
As an action, you may enhance a weapon you are holding. For the next minute or until you let go of the weapon, you gain one of the following benefits:
Disrupting Weapon: +1d6 radiant damage, sheds bright light in 20-ft radius
Flame Tongue: +1d6 fire damage, you have cold resistance
Frost Brand: +1d6 cold damage, you have fire resistance
WHAT AM I THINKING? This is very similar to a cleric with the Knowledge domain; “Perfect Tool” is essentially the Knowledge Channel Divinity with the cosmetic addition that it needs to be a tied to an object. The Master of Artifice power is similar to the Knowledge domain, but exchanges proficiency with two languages for proficiency with Artisans’ Tools. It also ensures that the Artificer is a match for a Rogue when it comes to picking locks. Now, the Weapon Augmentation effect is very powerful, and it may be too powerful; this is what we’ll see. However, the artificer has very few offensive spells (we’ll get to the list next) and by default only has simple weapon proficiency. He’s intended to be a viable melee combatant, and this helps with that. The big thing that would concern me about releasing this power into the wild is multiclassing. I don’t think it’s going to be too unbalancing for my artificer; however, an artificer-paladin could be ridiculous. Short form: This isn’t perfect. But I don’t think it will be too powerful for our session tomorrow, and it should give the flavor I recall – being able to pick the weapon enchantment that best suits the battle. Note that for Extra Life I’m not considering this to be a concentration effect; this means that it could stack with Magic Weapon or Shield of Faith.
SPELL LIST (Infusions)
Wherever possible I’ve kept effects that were available to the 3.5 Artificer, such as Shield of Faith and Enhance Ability. I’m reskinning any curing effect as a Repair effect, so only working on constructs. I dropped in Makeshift Wand as a simple damaging cantrip on par with the cleric’s Sacred Flame, but for the most part the class is restricted to enhancement effects. Of course, they can get other effects out of Spell Storing Item!
As always, bear in mind that what matters here are the EFFECTS of the spells, not the names. My artificer can use Shield of Faith. But I won’t CALL it “shield of faith”; the point is that he can create a defensive ward that operates mechanically like the cleric spell.
CANTRIPS
Guidance
Light
Makeshift Wand (New, see below)
Mending
Prestidigitation
Spare The Dying (Construct only, “Emergency Repairs”)
Resistance
LEVEL ONE INFUSIONS
Cure Wounds (Construct only, “Repair Damage”)
Detect Magic
Identify
Inflict Wounds (Construct only, “Inflict Damage”)
Shield
Shield of Faith
Spell-Storing Item (New, see below)
LEVEL TWO INFUSIONS
Arcane Lock
Enhance Ability
Find Traps
Heat Metal
Knock
Magic Weapon
Shatter
LEVEL THREE INFUSIONS
Counterspell
Crusader’s Mantle
Dispel Magic
Glyph of Warding
Mass Healing Word (Construct only)
Protection From Energy (Construct only)
Remove Curse
NEW ARTIFICER SPELLS
Makeshift Wand (Evocation cantrip)
Casting Time: 1 action Range: 60 ft
Components: S (see text) Duration: Instantaneous
You employ any small object as a temporary wand, channelling a blast of energy. The target must succeed on a Dexterity saving throw or take 1d8 damage. The spell can inflict acid, fire, cold, lightning or thunder damage; choose two damage types, and you can choose which one to use when you cast the spell. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). At each of these levels, you may also select an additional damage type to add to your repertoire. You can prepare any handheld object to serve as a channel for this spell; this requires one action (inscribing a few runes on it). So it has no SPECIFIC components, but you must have some sort of focus object.
Spell Storing Item (1st-level Transmutation)
Casting Time: 1 minute (see text) Range: Touch
Components: S Duration: 1 hour/level or until discharged
You place a spell effect into an item to draw it forth later at your command. The item becomes, in effect, a wand with a single charge which only you can use. You may choose any first level spell. You must provide any expensive material components at the time you imbue the spell into the object. Your artificer level is used as the spell’s caster level.
Creating a spell storing item is a difficult and dangerous process. When you attempt it, you must make an Arcana check; the difficulty is [10+(the Spell Level x2)]. If you fail, your action is wasted and the spell slot is lost. If you fail by 10 or more, you suffer a mishap; this could either inflict 2d6 damage on you or have an unintended effect determined by the DM.
You may reduce the casting time to a single action by expending a Hit Die when you cast the spell.
WHAT AM I THINKING? Makeshift Wand gives the artificer a simple, basic ranged attack. It’s not as strong as Eldritch Blast, and it doesn’t have Sacred Flame’s ability to avoid cover. What it does have is versatility, fitting with the idea of the artificer coming up with the perfect tool for the situation. Meanwhile, Spell Storing Item will definitely need testing! Obvious it’s EXTREMELY versatile, but that’s the point. The catches are that it has a long casting time; even in the best case, you have to spend a hit die and an action to get a spell you’ll then have to wait a turn to cast. You have to burn the spell slot matching the spell. And while it’s a relatively small risk, there is always the chance that you can fail the check or even have it blow up in your face. It’s perfect for pulling out the one spell you really need for a situation – but there’s a risk attached!
IN CONCLUSION…
This literally is a jury-rigged artificer slapped together using duct tape and common household lint. I don’t know if these ideas are balanced; we’ll find out tomorrow. But I want to see how they work – especially Spell Storing Item. It won’t be my old Smith, but I hope it will be a reasonable enough facsimile for one day… and that it will help me think about what I’d like to do with the true artificer in the long run.
POSTGAME ANALYSIS
I’ll give a full report at some point in the future, but I’ll just say that things worked out reasonably well. A few specifics:
Weapon Augmentation worked fine for THIS session. It didn’t feel too powerful, and in fact I didn’t using in many of the fights because I couldn’t afford to lose an action. However, it’s definitely broken when multiclasses are taken into account. Of course, a REAL artificer won’t have Channel Divinity, so this isn’t a major concern. Once the DMG exists, I’d want to consider something that captures the original feeling of Weapon Augmentation – an infusion that lets you mimic the effects of a magic item.
Spell-Storing Item was great. I used it four times, producing the effects of sleep, burning hands and zone of truth. I liked having the ability to come up with the perfect tool for the situation and also had fun explaining just what the things I was creating were; technically they are “one-shot wands”, but that doesn’t mean that each one can’t take the form of some sort of interesting and unique item. So for example, my zone of truth generator was a crazy magic hat that interfered with the wearer’s brain, while I actually enchanted an undead head to serve as a flamethrower for my burning hands. It did fail once, with one of the sleep spells. There are two things I’d change before experimenting with it further. First: Any failure should result in a mishap. Mishaps are fun. Either the spell effect should trigger in a way that is most inconvenient for the artificer, or it can simply do 2d6 damage. However, failure shouldn’t cause you to lose a spell slot. At low level, spell slots are precious. A mishap makes things interesting; losing the spell slot makes the failure doubly depressing.
In any case, I had a lot of fun with Smith. It wasn’t a perfect conversion by any means, but it was definitely a fun placeholder.
Please share your thoughts about Artificers in 5E!
I know this article is almost 4 years old, and that you already published new things about the Artificer class – specially in the light of Unearthed Arcana – but this is still the 5e Artificer Iteration I like most.
I am about to start an Eberron campaign for 5e, and it will be heavily house ruled because I personally hate what WotC made with Eberron classes and races until now.
About the Artificer, I am thinking about using thus article as a base, but with some changes, and I would like to know what you think about them – if you have time to spare on it.
First, I intend to transform the “Weapon Augmentation” feature in a 1st level infusion, whose damage will increase by one die in certain levels, like a lot of spells do in 5e (when you cast this spell using a spell slot greater than 1, it causes +1d6 dmg per spell slot level), and making it a concentration effect, so you can have only one infusion of this type active at the same time.
While this seems to be very powerful, we must remember that the wielder of this weapon is still subject to roll attacks, and in the case of the Artificer wielding the weapon herself, she won’t have the same bonus as a fighter to hit an enemy. In reality, it is much worse than Thunderweave spell, for example.
Second, I will add a new 1st level infusion, “Silvered Weapon”, drawing inspiration from the original 3.5e Eberron. This infusion gives the Artificer the ability to make a weapon or 10 pieces of ammunition count as made os silver for the purpose of overcoming damage reduction for 1 hour.
As with Weapon Augmentation feature, this infusion gives extra advantages when cast using an greater spell slot, allowing to include one more weapon or +10 pieces of ammunition per slot above 1. This will also be a concentration effect, so no silvered, flaming weapons.
I will also give the Artificer to the ability to read and activate scrolls of any class, even if she cannot create them – somthing that makes me remember a lot of Lei d’Cannith – as a class feature. Since I will make low level scrolls something rather common in my campaign – as I perceived it in 3.5e Eberron – I think this will be nice for the class on my game.
Finally, I am adding to Artificer the ability to create permanent magical items, but with a great cost. I still have to build a mathematical formula for this, but the core idea is:
The Artificer can deconstruct any magical item and store part of its energy in a Khyber shard;
When she gathers enough magical energies, she can use them to build a new item of her chosing, with a power determined by Artificer level.
This is, in effect, the same as saying “you can exchange 3 ramdom crap magical items for one you want”, or something like that. In other words, the Artificer will always lose something in the bargain for what she desires.
Storywise, this could be the difference between freelancer Artificers and House Cannith forgeholds. While Cannith have the means to harness huge amounts of mystical/magical energies through Creation Forges, the lonely Artificer must salvage what is in its hands and work with that – another concept I perceived in the original Eberron.
Ps: about my version of weapon augmentation: it is not worse than Thunderweave, because Thunderweave is a ine blast spell, but is comoarable with Flame Blade;
About the deconstruction of items, that was, in fact, one of the class features of the original Artificer.
Thanks for sharing! I have indeed been working on a different version of the artificer for the campaigns I’m running, but I’m not technically allowed to post concrete Eberron material. But perhaps I’ll find a way to share it.