Hey all!
Following up a massive update to my Alternate Artificer Class, I’ve got an even bigger update for the Alternate Artificer: Expanded Compendium! This update includes 24 Infusions, a new Feat, and 12 Specializations to craft and customize your own Master of Arcane Invention!
As always, let me know what you think in the comments. I’m always open to suggestions and constructive criticism that will help improve my brews!
~laserllama
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Alternate Artificer: Expanded v3.1.0
24 Infusions:
Previous Infusions have been streamlined and enhanced to work around Charges and generally make more sense in game. I’ve also included many brand new options like Belt of Utility, a Skittering Servant for those who miss the Artillerist’, Levitating Weapon, and an Astral Cannon!
I got a little wild with some of these, so let me know what you think!
1 Feat:
I always thought it was a shame that there is no official Feat that gave you access to the Artificer’s Infusions, so I made my own: *Inventive Adept*!
Updated Specializations:
All the old favorites are here with a shiny new coat of paint, and mechanics that should actually work as written in your game! Flying Machines, Artificial Minds, Modifications, Chornometers, Musical Apparatuses, Dungeoncraft, Automatons, and Arcane Strings abound!
NEW Specializations:
With this new update comes four new Specializations! Craft a one-of-a-kind Arcane Firearm with the Gunslinger, Pilot your massive Rig into battle with the Junker, channel your need for speed in the Mechanic’s Autocycle, and bring the dead to life with the Reanimator’s Thralls!
Specializations got a little out-there in terms of official 5e mechanics, so I’m very interested to hear what you all think! Some of the new subclasses might now be the most perfectly balanced things, but I think conceptually they are on-point!
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Alternate Artificer Class v3.1.0
I’ve also decided to push a small patch to the main Alternate Artificer Class with this update. Highlights include fixing some broken combos: Tinker’s Insight no longer allows you to ignore level requirements, Arcane Recharge can only recharge items that regain Charges at dawn.
The Alchemist now gets a free Alchemical Elixir each time they gain a new spell slot level, Elixir rules have also been clarified a bit more.
The Enhanced has had its abilities clarified a bit more as well, and they now get an innate “Unarmored Defense” calculation right off the bat!
The Forgewright’s Arcane Surge feature now applies to every attack they make.
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CHANGE LOG Alternate Artificer: Expanded v2.5.0 -> v3.1.0
Infusions
NEW // Artificial Limb, Belt of Utility, Thought Blade, Wondrous Translator, Wondrous Whip, Skittering Servant, Wildfire Cannon, Elemental Prism, Levitating Weapon, Astral Cannon
Adjustable Tool Set // Removed the attunement requirement.
Enhanced Tool Set // CUT (redundant with Adjustable Tool Set).
Enhanced Instrument // Now buffs Spell save DC in place of Spell attack rolls.
Ring of Knowledge // Renamed (Ring of Proficiency). Now includes weapons and languages you know as options.
Many Handed Pouch // Set at four pouches.
Ring of Potential // Renamed (Ring of Spell Refueling). Reworked with Charges.
Wall Shield // Fixed this one so it works as intended.
War Gauntlet // Now grants a bonus to Armor Class at higher levels.
Collar of Taming // Reworked around INT mod.
Vampiric Weapon // Reworked.
Boots of Destruction // Added passive benefit. Spell limited to once per day.
Mystic Armament // Added passive benefit. Spell limited to once per day.
Mystic Shot // Added passive benefit. Spell limited to once per day.
Feats
Inventive Adept // NEW Feat that allows others to learn an Infusion.
Specializations
NEW // Gunslinger, Junker, Mechanic, and Reanimator!
ALL // 1st and 3rd level features merged. Specialization Spells and Tools of the Trade moved back to 3rd level. 9th level features moved back to 10th level.
Aeronaut
Aeronaut’s Harness // CUT (merged with Flying Machine).
Flying Machine // Rewritten for clarity. Base fly speed is now 30 feet.
Aerial Maneuvers // Moved down to 5th level. INT bonus to DEX checks now works whenever you are wearing your Flying Machine (even if not flying).
Extra Attack // NEW feature for the Aeronaut!
Airborne Assault // Moved back to 10th level. Reworked similar to Forgewright.
Master Aeronaut // Reworked and you gain the benefits whenever you are wearing your Flying Machine (even if not flying). BA Dash moved here.
Archivist
Artificial Mind // Rewritten for clarity. Removed attunement requirement. Combined Information Overload feature with this feature.
Information Overload // Combined with Artificial Mind.
Acute Overload // Now adds INT mod to Information Overload damage.
Improved Consciousness // Now add INT mod to WIS/CHA saves as well.
Master Archivist // clarified how teleport works. Added double concentration on Artificer spells with some very specific limitations.
Biomancer
Tools of the Trade // Added Medicine proficiency.
Spells // Replaced find familiar with jump, alter self with enhance ability.
Biomancer Golem // CUT (replaced with Biomancer’s Homunculus at 5th).
Arcane Evolution // Moved down to 3rd level, merged with Modular Biology. More options (inspired by the Mutant Blood Hunter!) that scale with level.
Biomancer’s Homunculus // Free Homunculus Servant Infusion tweaked!
Extra Attack // NEW feature for the Biomancer.
Augmented Flesh // CUT (no need to merge with your Homunculus IMO).
Monstrous Homunculus // NEW feature.
Violent Regrowth // NEW feature.
Master Biomancer // You can use Modifications on other (willing) creatures!
Chronothief
Spells // Added alternate rule to include Dunamancy spells.
Chronometer // Reworded for clarity and reworked - it no longer runes on Charges! You get three features with it at 3rd level: Accelerate, Decelerate, and Warp. Slip and Rush moved to 5th.
Efficient Chronomancy // “Extra Attack” scaling for your effects. Gain three new options: Age, Rush, and Slip.
Time Transfer // NEW feature to replace Empowered Chronomancy. Opens up some fun combos with Accelerate/Decelerate and Age.
Master Chronothief // Free Time Stop spell. Can recast with 5th-level slots.
Composer
Tools of the Trade // Added Performance proficiency. Moved the ability to learn to instruments quickly to 15th level (and made it permanent).
Musical Apparatus // Merged with Weaponized Apparatus. Rewritten for clarity. Can no explicitly use Infusions on it. You also gain both Weapon options.
Extra Attack // NEW feature for the Composer.
Thunderous Note // Reworked to halve distance for larger creatures.
Resonant Frequency // Now effects INT mod creatures instead of just one.
Master Composer // Reworked around the new subclass abilities.
Dungeoneer
Dungeoncraft // Rewritten for clarity. Use an Object as a bonus action with these items. Can now bear “improvised” Infusions.
Extra Attack // Can Use an Object in place of both attacks. Magical improvised weapons and Dungeoncraft Objects.
Arcane Improvisation // Now consumes a Dungeoncraft Object.
Master Dungeoneer // Reworked second half to be more powerful.
Enhanced - Moved to the main Artificer Class document.
Machinist
Tools of the Trade // Added Sleight of Hand proficiency.
Automatons // Rewritten/reworked for clarity and ease of use. Read up to see all the changes, it’s basically brand new. Automatons have a stat block now!
Arcane Conduit // CUT (Now an Automaton Model option).
Improved Designs // NEW feature - Automatons can have two Model options.
Master Machinist // Automatons now have b/p/s resistance.
Models // Heavily reworked - now there are 11 Model options to combine!
Puppeteer
Arcane Threads // CUT - Now the Wondrous Whip Infusion.
Tools of the Trade // Added Sleight of Hand proficiency.
Arcane Strings // Renamed (Marionette Strings) and reworked. Some abilities have been shifted back to 5th level. Now a series of abilities, you do not need to attach your Strings to one creature.
Skillful Strings // NEW 5th level feature (absorbed Strange Strikes).
Nimble Fingers // You gain a 2nd reaction but ONLY for String reactions.
Master Puppeteer // Can recast the spell with a 5th-level spell slot.
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CHANGE LOG Alternate Artificer Class v3.0.0 -> v3.1.0
Removed “Arcane Breakthrough” typo from the class table.
Tinker’s Insight // Can no longer ignore level requirements.
Arcane Recharge // Can only recharge items that regain Charges at dawn.
Magic Item Mastery // 5th attunement slot moved up to 14th level.
Alchemist // Alchemical Elixirs // Bonus Elixir Infusions moved so you get one free Elixir Infusion at each Elixir level (1st through 5th).
Alchemist // Alchemical Elixirs // Spell effects are chosen when you create the Elixir (ie you choose if an “enlarge/reduce Elixir” is enlarge or reduce).
Armorer // Modular Armor // Clarified Infusions for Thunder Gauntlets.
Battle Smith // Steel Defender // Now immune to psychic damage.
Enhanced // Modular Physique // Added an “unarmored defense calculation that can benefit from Infusions that normally only benefit armor.
Enhanced // Streamlined Integration // Moved the movement speed buff here. Clarified that infusing Hidden Blade counts toward this feature.
Forgewright // Arcane Surge // This benefit applies to every Armament attack.
Infusions // Lighting Cannon // Clarified it uses your Intelligence.
laserllama
2024-07-15 00:34:56 +0000 UTCDan Smith
2024-07-15 00:03:03 +0000 UTClaserllama
2024-07-14 21:34:27 +0000 UTCJeff Potato
2024-07-14 19:04:57 +0000 UTC