class i designed (feedback wanted and welcomed)

Post/Author/DateTimePost
#1

shaktari

Oct 01, 2015 9:47:34

figure i would take advantage of these forums before they are shut down apparently >.< but i built this class just looking for thought on balance and such, as well as a possible name for the class?

 

Arcane Forger?

 

Class Features

 

Hit dice: 1d8 per level

hit points at 1st level: 8 + con

HP at higher levles: 1d8(or 5) + con per level

 

Proficiencies:

Armor: light armor, hide armor, chain armor  and shields

Weapons: all simple melee and ranged weapons and warhammer

Tools: choose one from jewelers, leatherworkers, smiths, tinkers, weavers or woodcarvers

Saving throws: intelligence, constitution

Skills: Choose two from arcana, athletics, history, insight, investigation, perception, religion

 

spell casting as a wizard, how ever due to the nature of your studies and how arcane crafters view the world you may never learn spells from the divination, illusion, or necromancy schools of magic. you may cast scrolls, or create items using spells from those schools but you may never add them to your spell book

 

            At level 1 an arcane crafter chooses a product. choose one from melee weapons, ranged weapons, armor, accessories(rings, amulets, foci, wands, staves, boots, gloves), and items(backpacks, card decks, chests, portals, misc, etc) . When crafting the product the amount of base gold made towards progress is doubled per day of work. (non magical items go up to 10gp, magical items go up to 50gp) you also gain access to ritual spell casting.

 

            At 1st level an artificer creates his mark. this mark when applied to an object and imbued with spell power allows the artificer to add a non damaging effect to what ever he creates permanently. when imbuing his mark he spends a number of RP equal to his INT modifier plus a 1st level spell slot to create the mark on the object. Examples include but are not limited to, thrown weapons return to their owners hand, object lights up as the cantrip, the item creates a pleasant smell, the object may change color, the object may change visual appearance, etc.

 

            at 2nd level an artificer gains the ability to use rune power. You have 2  RP points, and you gain more as you reach higher levels. You gain 2 RP at level 2, and an additional 1 per artificer level up to 20 at level 20.You can never have more RP then your artificer level. You regain all spent RP when you finish a long rest.

 

            Flexible Casting

You can use your RP to gain additional spell slots, or sacrifice spell slots to gain additional RP. You learn other ways to use your RP as you reach higher levels.

Creating Spell Slots: You can transform unexpended RP into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

C r e a t i n g  S p e l l  S l o t s

Spell Slot Sorcery

Level Point Cost

1st 2

2nd 3

3rd 5

4th 6

5th 7

 

Converting a Spell Slot to rune points: As a bonus action on your turn, you can expend one spell slot and gain a number of RP equal to the slot’s level.

 

            At 3rd level an arcane crafter is considered a novice. An arcane crafter may choose a material. Choose one from metal, wood, leather, cloth, gems. When crafting a magical item using these materials the arcane crafter no longer needs any materials beyond the base materials to craft the item.

            Instead he spends RP and spells slots to imbue crafted items with magic abilities. He spends 1 RP + 1RP per enchantment level, per day of crafting, and he spends spell slots for each spell and level of enchantment on the item. RP spent this way is not subject to the RP spending limit.

            (example a +1 dagger would be 2 RP and a level 1 spell slot. a +2 would 3 RP and either 2 level 1 slots, or 1 level 2 slots per day of work. if he wanted it to have it cast fireball on hit he would need to spend a level 3 slot and 3 more RP, for a total of 6 RP and  in addition a total of 6 spell slots?  as fireball is a 3rd level spell.)

            As a novice he can only craft magic items up to a +0 enchantment level.  At level 7 he is an apprentice an may go up to +1 worth. At level 11 he is a journeyman and may go up to +2. At level 15 he is a master and may go up to +3. And at level 18 he is a grandmaster and may go up to +4 and his progress per day on crafting is tripled from base (non magical items go up to 15gp, magical items go up to 75gp).

 

            When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. or you may take a feat instead.

 

            At level 5 he gains Rune crafting feats. You gain the ability to spend rune power to fit your needs. You gain two of the following RC options of your choice. You gain another one at 9th, one at 13th level, and a final one at level 18. You can only spend a number of RC in this way per round equal to your intelligence modifier + proficiency bonus.

 

Rune Crafting Feats:

 

2          Elemental imbues: a weapon or armor of the arcane crafters is imbued with elemental power. Only one element can be imbued on a weapon or armor at a time.

            When used on a weapon the weapon gains elemental dmg by an amount equal to the casters proficiency modifier.        

            when used on armor the person wearing the armor gains dmg resistance to that element equal to the casters proficiency modifier

            Extra material: the crafter may choose an extra material from the list, he gains the same benefits for his novice rank with this new material.

            Extra product: The crafter chooses a new product from the list, the crafter gains the same production bonus as his starting kit with this new product.

            Imbue spell: The crafter spends RP and a spell slot imbuing an item with a spell. He chooses a trigger which causes the spell to activate. This trigger must happen with in a number of turns (or seconds, if out of combat) equal to your proficiency bonus. if it does not the rune dissipates wasting the spell slot and RP. The spell counts the weapon or armor being imbued as its source, and does not grant any immunities. If he chooses a spell he has memorized it maybe cast at any desired spell slot level. If he choose one he has in his book but is not memorized the rune may only be cast at the base spells level. (example tim has fireball memorized there fore he can cast the rune at any level slot he wants. He has lightning bolt in his spell book but not memorized there fore the rune may only be cast at 3rd level.)

2          Enchant armor: choose one upon spending the RP. Either the AC is increased by your proficiency bonus  for a number of rounds equal to your INT modifier or the person gains a bonus on saving throws equal to your proficiency bonus vs magic for a number of rounds equal to your INT modifier.

2          Weaken armor: choose one upon spending the RP. Either the AC is decreased by your proficiency bonus  for a number of rounds equal to your INT modifier or the person gains a negative on saving throws equal to your proficiency bonus vs magic for a number of rounds equal to your INT modifier.

1          Weaken weapon: upon spending the RP for a number of rounds equal to your INT modifier, the amount of damage this weapon does is reduced by your proficiency modifier.

1          Enchant Weapons: upon spending the RP for a number of rounds equal to your INT modifier, the amount of damage this weapon does is increased by your proficiency modifier.

 

Runic Restoration: at 20th level you gain arcane crafters endurance. you gain 4 rp after a short rest.