Follow TV Tropes

Following

History Classes / DungeonsAndDragons

Go To



* WeakButSkilled: Wizard's lack the same raw magical power that their Sorcerer counterparts have, in most cases starting off weak and needing time to grow in power, and are incredibly weak usually in terms of their stats. However, the sheer versatility a Wizard can have, combined with the fact they have the largest pool of magical abilities and spells, means that while they may be weak, they have more to offer in areas that the other magical classes lack. Not to mention their School of Magic allows them to use incredibly unique abilities that only they can wield, meaning a Wizard might not outright be strong, but they are incredibly diverse and potent in what they can do.

to:

* WeakButSkilled: Wizard's Wizards lack the same raw magical power that their Sorcerer counterparts have, in most cases starting off weak and needing time to grow in power, and are incredibly weak usually in terms of their stats. However, the sheer versatility a Wizard can have, combined with the fact they have the largest pool of magical abilities and spells, means that while they may be weak, they have more to offer in areas that the other magical classes lack. Not to mention their School of Magic allows them to use incredibly unique abilities that only they can wield, meaning a Wizard might not outright be strong, but they are incredibly diverse and potent in what they can do.


* CripplingOverspecialization: From a gameplay perspective, Sorcerers are more narrowly focused than their Wizard counterpart and basically are designed to be used in a specific manner of play. Each origin means that a Sorcerer will basically need to double-down on what their origin focuses on if they want to stay consistent in damage and usefulness. This means that they are incredibly strong when they are able to use their full arsenal without restraint or limits, but if the enemy either resists or can NoSell their area of expertise, expect them to be useless.
* DangerousForbiddenTechnique: The 'wish' spell has a '''very''' big drawback this time around. Using the spell to cast any 8th-level or lower spell has no side-effects. Anything ''other'' than that stresses the caster: they take necrotic damage if they cast any spells afterwards, their Strength score drops to 3 for 2-8 days, and they have a 33% chance of being unable to ever cast 'wish' again.

to:

* CripplingOverspecialization: From a gameplay perspective, Sorcerers are more narrowly focused than their Wizard counterpart and basically are designed to be used in a specific manner of play. Each origin means that a Sorcerer will basically need to double-down on what their origin focuses on if they want to stay consistent in damage and usefulness. This means that they are incredibly strong when they are able to use their full arsenal without restraint or limits, but if the enemy either resists or can NoSell their area of expertise, expect them to be useless.
* DangerousForbiddenTechnique: The 'wish' spell has a '''very''' ''very'' big drawback this time around. Using the spell to cast any 8th-level or lower spell has no side-effects. Anything ''other'' than that stresses the caster: they take necrotic damage if they cast any spells afterwards, their Strength score drops to 3 for 2-8 days, and they have a 33% chance of being unable to ever cast 'wish' again.


* CombatMedic: The Divine Soul origin grants a Sorcerer access to Cleric spells.
* CripplingOverspecialization: From a gameplay perspective, Sorcerers are more narrowly focused than their Wizard counterpart and basically are designed to be used in a specific manner of play. Each origin means that a Sorcerer will basically need to double-down on what their origin focuses on if they want to stay consistent in damage. Basically, the Wizard boosts one school of magic but can use many other spells and playstyles, while the Sorcerer sticks to one way of fighting and uses that as much as they can. This links up with the lore prespective. Wizards gain their powers through ''studying'' and so they can diversify but sorcerers gain their powers through lineage or some magical accident etc. and so they have to work with what they got.

to:

* CombatMedic: The Divine Soul origin grants a Sorcerer access to Cleric spells.
spells as well as specific skills that allow them to help heal better then their normal abilities can do.
* CripplingOverspecialization: From a gameplay perspective, Sorcerers are more narrowly focused than their Wizard counterpart and basically are designed to be used in a specific manner of play. Each origin means that a Sorcerer will basically need to double-down on what their origin focuses on if they want to stay consistent in damage. Basically, the Wizard boosts one school of magic but can use many other spells damage and playstyles, while the Sorcerer sticks to one way of fighting and uses usefulness. This means that as much as they can. This links up with the lore prespective. Wizards gain are incredibly strong when they are able to use their powers through ''studying'' and so they full arsenal without restraint or limits, but if the enemy either resists or can diversify but sorcerers gain NoSell their powers through lineage or some magical accident etc. and so they have area of expertise, expect them to work with what they got.be useless.



* DifficultButAwesome: Sorcerers tend to be see as the weakest class in this edition because of how the process of trying to make them unique made them a bit underpowered. That isn't to say they are terrible however, as a Sorcerer with the right Origin and focus can be a powerful ally to have, the issue is that it is easy to mess up in picking your Origin and spell list to compliment it. If picked right, they can be incredibly powerful and be more useful then their fellow magic counterparts.



* PlayingWithFire: The Phoenix Origin draws upon the power of the inner Phoenix to empower their fire magic, granting them the ability to light themselves on fire and increase their power.




to:

* WeakButSkilled: Wizard's lack the same raw magical power that their Sorcerer counterparts have, in most cases starting off weak and needing time to grow in power, and are incredibly weak usually in terms of their stats. However, the sheer versatility a Wizard can have, combined with the fact they have the largest pool of magical abilities and spells, means that while they may be weak, they have more to offer in areas that the other magical classes lack. Not to mention their School of Magic allows them to use incredibly unique abilities that only they can wield, meaning a Wizard might not outright be strong, but they are incredibly diverse and potent in what they can do.

Added DiffLines:

* CherryTapping: A common usage of Vicious Mockery, a cantrip exclusive to the class. It does incredibly meager damage even for a cantrip[[note]]Starting at 1d4, topping out at 4d4[[/note]], but many bard players relish the opportunity to take down boss-level characters with one final insult.


* ChuckCunninghamSyndrome: No word announced on the artificer between its last UA on it being its own class, and when it [[TheBusCameBack came back, two years later.]] Maybe they were [[TookALevelInBadass taking much need classes in badassery?]]


* UnskilledButStrong: They get very few spell slots, only up to four if you don't count Mystic Arcanum. That said, they always cast all their non-Cantrip spells at their highest levels, and unlike other classes, they can regain lost spell slots through a short rest instead of a long one, allowing them to cast powerful spells more often.


* UnskilledButStrong: They get very few spell slots, only up to four if you don't count Mystic Arcanum. That said, they always cast all their non-Cantrip spells at their highest levels.

to:

* UnskilledButStrong: They get very few spell slots, only up to four if you don't count Mystic Arcanum. That said, they always cast all their non-Cantrip spells at their highest levels.levels, and unlike other classes, they can regain lost spell slots through a short rest instead of a long one, allowing them to cast powerful spells more often.


* HourOfPower: How their 20th level feature typically works. Unlike other classes, the capstone feature for the Paladin is dependent on which Oath they have sworn to follow. The one thing they have in common is that for a specific period of time, usually anywhere from a minute to an hour, the Paladin in question becomes an avatar of divine might that gains a variety of offensive and defensive benefits based on their Oath.

to:

* HourOfPower: How their 20th level feature typically works. Unlike other classes, the capstone feature for the Paladin is dependent on which Oath they have sworn to follow. The one thing they have in common is that for a specific period of time, usually anywhere from a minute to an hour, the Paladin in question becomes an avatar of divine might that gains a variety of offensive and defensive benefits based on their Oath.

Added DiffLines:

* HourOfPower: How their 20th level feature typically works. Unlike other classes, the capstone feature for the Paladin is dependent on which Oath they have sworn to follow. The one thing they have in common is that for a specific period of time, usually anywhere from a minute to an hour, the Paladin in question becomes an avatar of divine might that gains a variety of offensive and defensive benefits based on their Oath.


!!!Information on the first version Artificer class includes:

* AlchemyIsMagic: The Alchemist archetype can create a number of magic brews, from [[HealingPotion Healing Potions]] to vials of HollywoodAcid to [[TrickBomb Smoke Bombs and Thunder Blasts]].
* TheBeastmaster: Can send their [[RobotBuddy Mechanical Servant]] into battle.
* CrazyPrepared: Artificers have a number of utility spells that they can infuse into ordinary objects.
* GadgeteerGenius: Artificers specialize in this, creating magic items all over the place. Taken a step further at 6th level, when they create their [[RobotBuddy Mechanical Servant]].
* TheGunslinger: The Gunsmith, obviously. They have a [[CoolGun custom gun]] called the Thunder Cannon that they use as their primary weapon.
* TheSmartGuy: Before these guys showed up, the Wizard spell list was the only one that used the intelligence modifier.
* WeakButSkilled: In combat, they tend to be a one trick pony. Each gets one attack per turn. The Gunsmith fires their (admittedly really powerful) gun, while the Alchemist throws a harmful potion at the enemy (which, again, admittedly does a lot of damage). Outside of combat, they learn a ton of utility spells, can create some very useful magic items with no strings attached (including a BagOfHolding at [[DiscOneNuke level 2]]), and gain more tool proficiencies than any other class (with expertise in all of them).

!!!Information on the updated Artificer class includes:

* AlchemyIsMagic: The alchemist subclass is back. This time, they get potion boosts, and a Homunculus ally.
* AnimateInanimateObject: The Alchemist Artificer can make their Alchemist Homunculus look however they want, provided it's tiny sized. Examples include mechanical hawks, to... Flying alchemy vials and moving cauldrons.

to:

!!!Information on the first version Artificer class includes:

* AlchemyIsMagic: The Alchemist archetype can create a number of magic brews, from [[HealingPotion Healing Potions]] to vials of HollywoodAcid to [[TrickBomb Smoke Bombs and Thunder Blasts]].
* TheBeastmaster: Can send their [[RobotBuddy Mechanical Servant]] into battle.
* CrazyPrepared: Artificers have a number of utility spells that they can infuse into ordinary objects.
* GadgeteerGenius: Artificers specialize in this, creating magic items all over the place. Taken a step further at 6th level, when they create their [[RobotBuddy Mechanical Servant]].
* TheGunslinger: The Gunsmith, obviously. They have a [[CoolGun custom gun]] called the Thunder Cannon that they use as their primary weapon.
* TheSmartGuy: Before these guys showed up, the Wizard spell list was the only one that used the intelligence modifier.
* WeakButSkilled: In combat, they tend to be a one trick pony. Each gets one attack per turn. The Gunsmith fires their (admittedly really powerful) gun, while the Alchemist throws a harmful potion at the enemy (which, again, admittedly does a lot of damage). Outside of combat, they learn a ton of utility spells, can create some very useful magic items with no strings attached (including a BagOfHolding at [[DiscOneNuke level 2]]), and gain more tool proficiencies than any other class (with expertise in all of them).

!!!Information on the updated Artificer class includes:

* AlchemyIsMagic: The alchemist subclass archetype is back. This Although this time, they get potion boosts, can make an "experimental elixir" that can perform 1 of 6 different effects.
* AmplifierArtifact[=/=]BoomStick: The Artillerist can turn a single staff, rod, or wand on their person into an "arcane firearm", which can function as an arcane focus for their spells
and any artificer spell cast with their arcane firearm gets a Homunculus ally.
bonus d8 added to one of their damage rolls.
* AnimateInanimateObject: The Alchemist One of the Artificer Infusions the class can make their Alchemist take is Homunculus Servant, which can look however they want, provided it's tiny sized. Examples include mechanical hawks, to... Flying alchemy vials and moving cauldrons.



* TheBeastmaster: This version of the artificer has a strong emphasis on specialised pets, with each subclass getting one.
** The alchemist gets a homunculus that can be anything from a robotic servant to an alchemically created monster. It can spit acid at foes and distribute a salve that gives players unique buffs.
** The artillerist gets a mechanical turret it can deploy. You can choose between three different types of turrets: a flamethrower that shoots a cone of fire, a force ballista that shoots a single beam of force damage, or a defender that emits a field which grants allies temporary hit points.
** The archivist gets a magically created [[ArtificialIntelligence artificial mind]] it can imbue in an inanimate object. The mind is capable of emitting a psychic blast that can damage foes, and it offers the archivist a number of utility features, from being used as a mini scrying beacon, gaining proficiency on knowledge checks, telepathically communicating with allies, and even teleporting.
** The battle smith is probably the most blatant example of this trope, gaining a mechanical servant called an iron defender, which is shaped like a beast. As its name implies, its abilities focus on acting as as defender for the battle smith and its allies, and is even capable of healing them with one ability.
* ChoiceOfTwoWeapons: They start with any 2 simple weapons of their choice.

to:

* TheBeastmaster: This version of the artificer has a strong emphasis on specialised pets, with each subclass getting one.
specialized pets in some shape or form.
** The alchemist gets a homunculus that can be anything from a robotic servant to an alchemically Homunculus Servant created monster. It via the same-named artificer infusion can spit acid at foes and distribute a salve make an attack that gives players unique buffs.
does force damage and use their reaction to act as a "channel" for using a touch-ranged spell so long as they're within 120 feet of their creator.
** The artillerist Artillerist gets a mechanical turret it they can deploy. You can choose between three different types of turrets: a flamethrower that shoots a cone of fire, a force ballista that shoots a single beam of force damage, or a defender protector that emits a field which grants allies temporary hit points.
** The archivist gets a magically created [[ArtificialIntelligence artificial mind]] it can imbue in an inanimate object. The mind is capable of emitting a psychic blast that can damage foes, and it offers the archivist a number of utility features, from being used as a mini scrying beacon, gaining proficiency on knowledge checks, telepathically communicating with allies, and even teleporting.
** The battle smith
Battle Smith is probably the most blatant example of this trope, gaining a mechanical servant called an iron defender, a Steel Defender, which is can be shaped like a beast. As its name implies, its abilities focus on acting as as a defender for the battle smith Battle Smith and its allies, and is even capable of healing them with one ability.
* ChoiceOfTwoWeapons: They start with any 2 simple weapons of their choice.
ability.



* CombatMedic: Enforced. On top of being a healing subclass, the Alchemist Artificer can also cast [[PlagueMaster "Cloudkill"]], and other [[MasterPoisoner poisonous or otherwise deadly spells.]] This is to keep them still relevant, outside of healing.

to:

* CombatMedic: Enforced. On top of being a healing subclass, the Alchemist Artificer can also cast [[PlagueMaster "Cloudkill"]], and other [[MasterPoisoner poisonous or otherwise deadly spells.]] This is to keep them still relevant, outside of healing. Battle Smiths still have a focus on healing, but less of one compared to the Alchemist.



* TheDeterminator: The Alchemist Artificer can invoke this in themselves or others, with spells that can reattach limbs or [[BackFromtheDead bring them back to life]], without expending spell slots.
%%* DiscardAndDraw: The Gunsmith subclass, which specialized in [[{{BFG}} the Thunder Cannon]], got reworked into the Artillerist, which now specializes in [[TheTurretMaster turrets]] and [[StuffBlowingUp explosions]].

to:

* TheDeterminator: TheDeterminator:
**
The Alchemist Artificer can invoke this in themselves or others, with spells that can reattach limbs or [[BackFromtheDead bring them back to life]], without expending spell slots.
%%* DiscardAndDraw: The Gunsmith subclass, which specialized in [[{{BFG}} ** Part of the Thunder Cannon]], got reworked into the Artillerist, which now specializes in [[TheTurretMaster turrets]] Artificer's 20th level feature, Soul of Artifice, allows them to use their reaction if they're sent to 0 HP to end one of their infusions, leaving them alive at 1 HP, and [[StuffBlowingUp explosions]].can possibly do this up to six times.



* {{Foil}}: [[MagicVersusScience To wizards.]] Both are Spellcasters that gained their craft through studying magic, and are the only Spellcasters to use the Intelligence Modifier to do so. They both also take time between long rests to prepare their spells, can change what spells they have prepared during long rests, can know every possible spell available to them, and are skilled at simple Melee weapons only. However, Wizards unquestionably practice magic, require spellbooks, can't use guns naturally, and take far longer to prepare spells. Artificers on the other hand, are far quicker at preparing spells (roughly 50 minutes, versus over 2.5 hours), can learn how to use guns just by researching them, can use crossbows, have armor proficiency, are ambiguously spellcasters, and are far more reliant on the intelligence modifier.

to:

* {{Foil}}: [[MagicVersusScience To wizards.]] Both are Spellcasters that gained their craft through studying magic, and are the only Spellcasters to use the Intelligence Modifier to do so. They both also take time between long rests to prepare their spells, can change what spells they have prepared during long rests, can know every possible spell available to them, and are skilled at simple Melee weapons only. However, Wizards unquestionably practice magic, require spellbooks, can't use guns or armor naturally, and take far longer to prepare spells. have a limited number of weapons they're proficient with. Artificers on the other hand, are far quicker at preparing while they end up having less spells (roughly 50 minutes, versus over 2.5 hours), they can prepare than the Wizard, can learn how to use guns just by researching them, can use crossbows, all simple weapons, have armor proficiency, are ambiguously spellcasters, and are far more reliant on the intelligence their Intelligence modifier.



* InstantExpert: Any other class (Warlocks aside), and you'd be training hard to be able to use a gun of any kind. Artificers just need to spend an hour analyzing them to learn how to use guns.
* JustAFleshWound: The Alchemist Artificer can eventually cast Lesser Restoration at level 6, and Greater Restoration at level 14, without expending spell slots, up to a number of times equal to their Intelligence Modifiers. That means they can end up [[TheDeterminator casually reattaching severed limbs over 22 times between long rests.]]

to:

* InstantExpert: Any other class (Warlocks aside), and you'd be training hard to be able to use a gun of any kind. Artificers just need to spend an hour analyzing automatically get proficiency in them to learn how to use guns.
if the DM allows the firearm rules in the DMG.
* JustAFleshWound: The Alchemist Artificer can eventually cast Lesser Restoration at level 6, 9, and Greater Restoration at level 14, 15, without expending spell slots, up to a number of times equal to their Intelligence Modifiers. That means they can end up [[TheDeterminator casually reattaching severed limbs over 22 times between long rests.]]



* MechanicallyUnusualClass: Where to start? They cast spells using tool kits [[MaybeMagicMaybeMundane (assuming those are even spells they're casting)]], can change not just their spells between long rests but even their cantrips, can make unique magic items, [[InfinityPlusOneArmor and can eventually attune to]] [[InfinityPlusOneSword 6 different magic items, at once.]]

to:

* MechanicallyUnusualClass: Where to start? They cast spells using tool kits [[MaybeMagicMaybeMundane (assuming those are even spells they're casting)]], can change not just their spells between long rests but even one of their cantrips, cantrips every level, can make unique magic items, [[InfinityPlusOneArmor and can eventually attune to]] [[InfinityPlusOneSword 6 different magic items, at once.]]



* NewPowersAsThePlotDemands: By level 10, even their cantrips can be replaced with new ones, invoking this trope.
* NoSell: Alchemist Artificers that make it to level 14 become immune to the poisoned condition as AcquiredPoisonImmunity from lab experiments, accidents etc.
* OurHomunculiAreDifferent: Alchemist Artificers can summon an Alchemical Homunculus, and their exact appearance can be anything the specific Artificer chooses, aside from anything taller than "tiny".
* SignatureMove: The spell "Arcane Weapon" is a 1st-level spell exclusive to artificers. [[DiscOneNuke It allows them to temporarily turn any ordinary weapon into a magical weapon that deals an additional 1d6 elemental damage of the caster's choice, comparable to the Magic Weapon Spell.]]
* TheSmartGuy: Only other class, besides the Wizard, that you need an intelligence score of 13 or higher, before you can multiclass into it. That said, the artificer relies much more on the intelligence modifier for its spells than even the wizard does.

to:

* NewPowersAsThePlotDemands: By level 10, even Every level, artificers can replace one of their known cantrips can be replaced and infusions with a new ones, one, invoking this trope.
* NoSell: Alchemist Artificers that make it to level 14 15 become immune to the poisoned condition as AcquiredPoisonImmunity from lab experiments, accidents etc.
* OurHomunculiAreDifferent: Alchemist Artificers that take the Homunculus Servant infusion can summon an Alchemical Homunculus, make one, and their exact appearance can be anything the specific Artificer chooses, aside from anything taller than "tiny".
* SignatureMove: The spell "Arcane Weapon" is a 1st-level spell exclusive to artificers. [[DiscOneNuke It allows them to temporarily turn any ordinary weapon into a magical weapon that deals an additional 1d6 elemental damage of the caster's choice, comparable to the Magic Weapon Spell.]]
*
TheSmartGuy: Only other class, besides the Wizard, that you need an intelligence Intelligence score of 13 or higher, before you can multiclass into it. That said, the artificer relies much more on the intelligence Intelligence modifier for its spells than even the wizard does.does. The Battle Smith can even use their Int modifier for their attack and damage rolls, rather than Strength or Dexterity, although the only caveat is this can only be done with magic weapons.



* TheStrategist: Artillerist Artificers that make it to level 14 get to control 2 mobile turrets (of two different kinds) at the same time and are able to use them as half cover for themselves and their allies.

to:

* TheStrategist: Artillerist Artificers that make it to level 14 15 get to control 2 mobile turrets (of two different kinds) at the same time and are able to use them as half cover for themselves and their allies.



* SummonMagic: Level 3 Artificers get unique summons. As for what they get to summon, exactly, is based on their subclass.



* TheTurretMaster: The Artillerist can summon one of 3 turret types into battle. At level 14, they get the ability to summon two of them.

to:

* TheTurretMaster: The Artillerist can summon one of 3 turret types into battle. At level 14, 15, they get the ability to summon two of them.



* WalkingArmory: No less than 11 arcane focuses, by level 18.

to:

* WalkingArmory: No less than 11 arcane focuses, In a way - they can attune up to 6 magic items by level 18.



* WeaponOfChoice: Crossbows. Only Martial weapon type they start with proficiency in, at the beginning, are hand crossbows and heavy crossbows. Later on, they [[WalkingArmory go in the opposite direction.]]

to:

* WeaponOfChoice: Crossbows. Only Martial weapon type they start with proficiency in, at the beginning, are hand crossbows and heavy crossbows. Later on, they [[WalkingArmory go in the opposite direction.]]


At 1st level, they choose either the Alchemist or Gunsmith archetypes.


Added DiffLines:

The finalized version of the class was released in the ''Eberron: Rising from the Last War'' book on November 19, 2019. For this version, the Artificer gets access to the following archetypes at 3rd level:
# The Alchemist, artificers that specialize in making potions.
# The Artillerist, artificers that can craft an eldritch cannon that functions as a turret.
# The Battle Smith, a more martial artificer that goes into battle with their steel defender.


* MaybeMagicMaybeMundane: A lot of ambiguity is made about this new artificer, like how it can cast spells using tool kits. [[TropesAreNotBad This was done on purpose.]] The creator wanted it to be a class that could realistically work in any way the player saw fit, from "I'm not casting spells, just making inventions" to "I have cracked the code on magic", or anywhere in between.

to:

* MaybeMagicMaybeMundane: A lot of ambiguity is made about this new artificer, like how it can cast spells using tool kits. [[TropesAreNotBad [[Administrivia/TropesAreTools This was done on purpose.]] The creator wanted it to be a class that could realistically work in any way the player saw fit, from "I'm not casting spells, just making inventions" to "I have cracked the code on magic", or anywhere in between.


* CharlesAtlasSuperpower: Barbarians can potentially get maximum strength and constitution stats of 24. To put things into perspective, just having 20 in a stat is implicitly superhuman, and worthy of a lower-tier demigod.

to:

* CharlesAtlasSuperpower: Barbarians can potentially get maximum strength and constitution stats of 24. 24 through Ability Score Improvements. To put things into perspective, just having 20 in a stat is implicitly superhuman, and worthy of a lower-tier demigod.demigod, and the normal maximum through [=ASI=]s is 20.


* KiManipulation: The monk's various projectile attacks

to:

* %%* KiManipulation: The monk's various projectile attacks


* KiAttacks: 3rd Edition describes many Monk abilities as being quasi-spiritual.

to:

* KiAttacks: KiManipulation: 3rd Edition describes many Monk abilities as being quasi-spiritual.



* KiAttacks: The monk's various projectile attacks

to:

* KiAttacks: KiManipulation: The monk's various projectile attacks

Showing 15 edit(s) of 797

Top

How well does it match the trope?

Example of:

/

Media sources:

/

Report