Post by Luke Porter on Aug 16, 2018 16:41:13 GMT -5
The artificer is an integral part of Eberron and ubiquitous to the feel of any stories told about Korvarre and beyond. I would argue, that we already have several versions of the Artificer under different names.
The High Magic Artificer (Wizard any school)
Your cantrips are small artifacts, your Flame Bolt is a blasting rod, your Shocking Grasp is a glove studded with small eberron shards, and your fireball is a pea shot form an enchanted tube that you must blow through. In short, lean into your spell component pouch and eschew an implement and you are an artificer.
If you are more of a weapon and armor enchanting artificer, look no further than the Eldritch Knight. Even those fighter abilities like 2nd Wind and Action Surge can easily be described as a scarab of life force and boots of hasting.
An Arcane Trickster fills the roll of that artificer who deals with traps and ancient tombs. All that it requires is proficiency with Arcana and, perhaps history.
This is what it is to think of the suite of powers and abilities and how they fit your character, as opposed to how your character fits the powers of their class.
Going further with this concept we can get a whole new grouping of characters, an infernal pact warlock who gains power for their aberrant Dragonmark – as well as dark and disturbing impulses, a warforged Druid, who’s shape changing was built into their warforged nature, even a magebread human – an illegal experiment from House Vidalis in the last days of the war – mechanically they are a draconic sorcerer, but their story has nothing to do with dragons, rather the magic infused in their being.
How do the things your character does reflect who they are? Are their powers and abilities skills they learned or are they talents from some deeper heritage.
The High Magic Artificer (Wizard any school)
Your cantrips are small artifacts, your Flame Bolt is a blasting rod, your Shocking Grasp is a glove studded with small eberron shards, and your fireball is a pea shot form an enchanted tube that you must blow through. In short, lean into your spell component pouch and eschew an implement and you are an artificer.
If you are more of a weapon and armor enchanting artificer, look no further than the Eldritch Knight. Even those fighter abilities like 2nd Wind and Action Surge can easily be described as a scarab of life force and boots of hasting.
An Arcane Trickster fills the roll of that artificer who deals with traps and ancient tombs. All that it requires is proficiency with Arcana and, perhaps history.
This is what it is to think of the suite of powers and abilities and how they fit your character, as opposed to how your character fits the powers of their class.
Going further with this concept we can get a whole new grouping of characters, an infernal pact warlock who gains power for their aberrant Dragonmark – as well as dark and disturbing impulses, a warforged Druid, who’s shape changing was built into their warforged nature, even a magebread human – an illegal experiment from House Vidalis in the last days of the war – mechanically they are a draconic sorcerer, but their story has nothing to do with dragons, rather the magic infused in their being.
How do the things your character does reflect who they are? Are their powers and abilities skills they learned or are they talents from some deeper heritage.