Outside of melee combat there’s no need to take the crossbow expert feat. Drop that infusion onto a hand crossbow and it’s +1 weapon that loads itself. One rather powerful combo is the repeating shot ranged weapon and a shield. Each day they can create or change a limited number of these that will last until they exceed their limit, or will fade away soon after they die. There are magical blueprints of prototype magic items they can construct and use. They only gain a pair of skills from some pretty academic choices, but you’re not here for the skills.Īt level 2 the artificer gains knowledge of infusions. They are also skill in the use of tinkers and thieves tools. Weapon wise they only gain simple weapons, but if your campaign has firearms they gain those as well. The base class features of the Artificer are pretty decent starting with d8 hit dice, light and medium armor proficiency, and shields. Whether it’s the Alchemist and their experimental potions, the Artillerist and their fondness for make things go boom, or the Battle smith waging war on the frontlines with his construct squire, the Artificer has a lot to go over. This hybrid battle mage is a master of magical items. The Eberron setting first came out with the 3.5 rules, and now we can play in it 5e style. With the release of the “Eberron: Rising from the Last War” supplement I’ve been happy as a halfling on a dinosaur. The Artificer class is new, shiny, and chock full of new and shiny things. Lords, ladies, lads and lasses, I am Vinni the Troll and I come to you bearing gifts.
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