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Hey all, got some great feedback on the new(ish) subclass for my Alternate Artificer so I decided to make some changes! Minor stuff, but thought I'd share!

Arcane Armament // Removed +1 scaling. Moved thrown/returning here.

Forge of War // Added increased crit range and a bonus infusion.

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Anonymous

Love the artificer-paladin mesh here, but I will say the last feature feels a little.. Bland? Just more damage after the previous 3 features which are also pure damage. What if it also added the thrown/return property? And when one of those weapons hits a creature you can use your reaction to activate your arcane jolt as a part of that attack? Just something to give a little extra flare.

Anonymous

Agree with Arch. 1d6 seems kinda low if we are sticking to just damage, especially at level 15. It is also quite limiting as it will only affect martial classes. A party makeup of mostly casters would make this talent next to useless. Higher damage would make it more useful with fewer martial classes in the party. A different flavor would alleviate this, but I like the direction.

laserllama

While those are cool ideas, I wanted the Forgewright to be a little simpler in design. They are the "hit things with a magic weapon" subclass.

laserllama

I'm very wary about adding any features that buff spellcasters. I don't think they need the help. This feature would also work on any followers you have as well. Not every feature needs to be optimal in every scenario.

Anonymous

I have a dumb question can you summon your armament back to your hand when ever you want or only after using it for an attack ?