Wednesday, November 20, 2019

Eberron: Rising From the Last War - the Artificer

My copy of Eberron arrived about an hour ago and I've been reading through it. This thing is a thick tome, and while some of the content is covered by the Wayfinder's Guide to Eberron, there have certainly been some significant changes - notably, the Warforged no longer have subraces and their integrated protection feature has been seriously nerfed (though possibly buffed if you're tier 4 and getting a bunch of +3 armor and +3 shields.)

Anyway, while there's a ton here that interests me (Eberron is probably the "mundane reality" D&D setting that speaks the most to my own sensibilities) obviously, if you've read this blog for my World of Warcraft musings, you'll know I freaking love it when RPGs add new classes.

The Artificer feels, at a glance, like the ultimate toolbox class. It shares that category with the Wizard, and while the latter has access to higher level spells and a broader array of magical abilities, the Artificer is going to be very customizable on the go. You can swap out your Cantrips!

Here's Artificers in a nutshell:

They're half-casters like Paladins and Rangers, except they get spells at level 1 and have Cantrips. But it's not just that: they also have a lot of non-spellcasting abilities that allow them to really customize their loadout each day.

First, at level 2 you gain the ability to infuse nonmagical items with magic. You pick a number of infusions to learn, and you learn several more as you level up. Then, you can turn a certain number of items into magic items (the magic lasts until a little after you die, or until you go one past your limit on infused items, at which point the oldest infusion fades.)

You also eventually get the ability to put 1st and 2nd level spells into non-magic objects that can then be used by anyone - maybe you give your Barbarian or Rogue or other character who's harder to put down a nice "Cure Wounds" staff should you or your Cleric be knocked out. These also don't count against your spell slots, so you effectively get more spells to cast.

One thing I adore about the class is the implication that you are not casting spells in the typical way - you have to use a spell focus, but that spell focus is a set of artisan's tools - meaning that you can effectively flavor your artificer as carrying a giant set of devices that each cast different spells - I'm just imagining how I would flavor, say, my "Fireball tosser."

Also, if you want to steal this class for Ravnica, holy crap do these guys fit in with the Izzet League.

Interestingly, there's also an optional rule that says that if your setting uses Firearms (described in the DMG) Artificers start out proficient with them. (And the "Repeating Weapon" infusion makes it very easy if firearms are extremely rare, as the weapon will generate its own magical ammo.)

Artificers also get to attune to additional magic items (and their infusions let them get more of those even if the DM is being stingy with them.) At level 20, they get a bonus to their saving throws based on how many items they have attuned to them, which at that point can be up to 6.

The three subclasses for Artificers are Alchemists, Artillerists, and Battlesmiths.

Alchemists have a great deal of healing ability, and focus on acid and poison damage. You can create what is effectively a random helpful potion every day, and as you level up, this potion will get additional bonuses. And of course, there are other benefits.

Artillerists' big feature is that they can summon turrets that fire upon enemies (or bolster allies.) Basically, if you want to make Torbjorn from Overwatch, this is your subclass. You'll also get some bonuses to your spell damage.

Battlesmiths' signature feature is that they can create a Steel Defender - basically a robotic pet that will make all those Beast Master Rangers very jealous. If Alchemists have enhanced healing capabilities and Artillerists can nuke things from afar, Battlesmiths have a tankier feel, getting martial weapons and having their pet, which has, essentially, the Protection fighting style.

All subclasses come with a set of spells that you always have prepared and don't count against your prepared spells, which means that you're going to have a ton of options available to you.

The Artificer feels very different from existing classes, and while I think it might be a little complicated for a new player (this ain't a Champion Fighter) I think players who like versatility will really enjoy this one.

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