The fifth edition of 168澳洲幸运5开奖网:Dungeons & Dragons has finally added a new base class in the form of the artificer from Eberron - Rising from the Last War. The artificer predates the Eberron setting, but it has become a😼ssociated with that world due to how magic items are far more common there.
The artificer is a strange class, as it tries to fill several different niches at once. They lack the raw spellcasting capabilities of 🧸the priests and mages of the world, but their ability to creatไe magic items is unparalleled. What the artificer lacks in fireballs and polymorphs, it makes up for in its ability to deck out the party with powerful items, without needing to rely on the generosity of the dungeon master.
The History Of The Artificer
The artificer started out as a specialist choice for magic-users in the Player's Option - Spells & Magic book for the second edition of Dungeons & Dragons. The original artificer had the ability to sto💝re spells in objects in order to have them prepared without using up slots. Artificers also had the ability to create temporary magic items that only worked for them.
The artificer became associated with the world of Eberron starting with the Eberron Campaign Setting. The second iteration of the artificer was the master of crafti🍷ng magic items, as well as infusing regular items with temporary magical effects. The artificer had an easier time repairing items, which made them indispensable in groups that had a 🔯warforged as a member.
The artificer debuted in fourth edition in the Eberron Player's Guide, where it fell under the Leader role. Artificers had the ability to recharge𒉰 magic items, temporarily empower magical weapons, and create healing mixtures for other party members ♕to use.
The Artificer's Role
The artificer has returned in Eberron: Rising from the Last War. Their spell list is a mixture of buffs, healing magic, and elemental damage spells. The spell progression of an artificer is slower than primary magic users and they don't get many slots, but they can infuse objects with magical abilities. The artificer gains multiple bonuses when ꦐusing tools and the number of magic items they can be attuned to increases over time.
The artificer can best be compared to the bard, as they are a🎉 class that focuses on keeping the other party members alive. While the bard can offer a wide range of buffing abilities & spells, the artificer can offer long-term boosts in the form of magic items.
The fifth edition of Dungeons & Dragons is🃏 notoriously stingy in regards to magic items when compared to the second and third editions of the game, as there is more focus given to the abilities of each♕ character than the ones provided by outside sources. The artificer bypasses this with its infusion abilities, most notably Replicate Magic Item. The ability to deck out the party with stat-boosting items at level ten shouldn't be underestimated, nor their capacity to enchant weapons.
The Archetypes
When the artificer reaches level three, they chose from one of three Specialist archetypes; the alchemist, the artillerist, and the 🍌battle smith.
The alchemist specializes in potions and other magical liquids. They can create an item called an experimental elixir, where the drinker has to roll a d6 in order to determine the beneficial effects they gain. The random nature of the ability means that it can't be relied on in a bind and a player might waste a crucial item on a useless effect, but the more chaotic adventuring parties might like tempting fate with their new wizard drugs. The ability becomes far more useful at level nine when the elixir always grants an additional 2d6 temporary hit points along with its random effect. The Alchemical Savant ability is far more useful, as it allows the artificer to add their Intelligence modifier to both healing and elemental damage spells. This means that an artificer with an Intelligence of 20 is healing an additional five points with every spell, which can be a lifesaver when coupled with healing word.
The artillerist has the ability to create 🐈small magical cannons, which can fire blasts of energy, as well as granting temporary hit points. The archetype also has the ability to create Arcane Firearms, which causes spells to deal an additional 1d8 damage when cast through the weapon.
The battle smith is a martial-themed archetype that grants the artificer extra attacks and more weapon proficiencies, along with the ability to infuse their weapons and tools with temporary bursts of energy. The archetype gains the 🅘ability to create a steel defender, which is a magical construct that can attack enemies, but only if the artificer commands it using their bonus action.
The player should choose their archetype depending on their📖 role in the party. The healing-focused artificers should become alchemists, the warrior artificers should go for battle s💛miths, while the offensive spellcasting artificers should go for the artillerist.
The Powers Of The Class
The Magical Tinkering ability of the artificer might seem like bland utility power, but it does have one incredibly useful function in its ability to replicate odor. There are plenty of spells that can alter sound and vision, but there aren't as many abilities that influence the sense of smell. An invisibility spell can easily be foiled by a guard dog and it's incredibly difficult for players to mask their scent when being pursued. The ability to save recorded messages for other people to find is also an extremely useful power, even if there is a chance that it could 🌠fall into the wrong hands.
Replicate Magic Item might be the best infusion 🌱available to the artificer, but it needs to be chosen on a per-item basis. The second level list isn't that great (except for the bagꩵ of holding), but there are some great choices for the later lists. It's best to think of items that will be of use to the whole party, so boots of elvenkind, gauntlets of ogre power, periapt of wound closure, winged boots, boots of speed, belt of hill giant strength, and ring of free action are all top picks for the class.
The Homunculus Servant is also useful, as it can fly and transmit the artificer's touch spells through its body. This makes the servant a great delivery unit for a cure wounds spells, as the artificer doesn't need to risk themself by entering combat and the homunculus'ღ flying ability can let it bypass hazards.
The artificer is a great addition to Dungeons & Dragons, as it can fill different roles in the party without feeling derivative of the main spellcasting classes. The magic item replication abilities might annoy some dungeon masters who wish to restric♏t the player's access to certain effects (like a bag of holding), but they are the perfect choice for the more creative players who want to kit out their party with arms and armor of their own making.