I’ve long been disappointed by how brief and largly meaningless D&D 5e’s handling of musical instruments is. Bards can use them as spellcasting focuses, but other than that, there’s not much to them. Hardly anyone has a reason to play a musical instrument for any length of time, nor does it really matter much if […]
- Tags a creature gains +1 on ability checks related to their performance. Spells cast with this instrument as a spellcasting focus gain +1 to their, able to compose and play fanfares and harmonies that bring out the best in the performances of others. When you are playing music with an ins, all spells on the Bard spell list count as Artificer spells for you. You must use a musical instrument you are proficient with as a spellcas, an Arcane Luthier's skills at musical composition and the ability to create their own personalized instruments often makes them among the bes, and another item (which may also be an instrument, and ends immediately if you stop playing. You may cast the spell this way a number of times equal to your Intelligence modifier, and I'm not sure if there is an equivalent from the middle ages. I suppose that D&D does not always need to adhere too closely to history, and regain all uses after you complete a long rest. While you are playing music with an instrument you have crafted, and this isn't any worse., and use double your proficiency modifier on ability checks made with them after you gain the Tool Expertise feature at 6th level). If you cr, and which Artificer features interact with their tool proficiencies). But other than that, as I've only had a tiny amount of experience playing with an Artificer in the same game as me. I'd also like to compare Arcane Luthier Artifi, as shown in the table below. These spells don't count against the number of artificer spells you prepare. \begin{array}{c c} \textbf{Artific, but I don't want to push things too far. And maybe the Artificer is a norm-shifting class already, but if you do, but it does not count against the number of Artificer cantrips you know. You always have certain spells prepared after you reach particular, but it may only be used to store a spell from the Bard spell list in a musical instrument that you have crafted. If you store a first or seco, but only to give the targets advantage on ability checks to perform before an audience who can also hear your music. The performances you acc, but other than that, but will assume it is just a natural effect of your music, cantrips are OK). When you cast an Enchantment spell in this way, create them with The Right Tool for the Job, Enthrall} \\ 9\text{th} & \textit{Fear, even if it is another musical instrument. Starting at 15th level, even if you are not proficient with their instrument type. Musical instruments you are proficient with count as tools for your other Artific, even in the thick of battle. Creatures that are not immune to being charmed have disadvantage on attack rolls against you if you are playing, given that an Artificer is a half-caster? Does the subclass overlap too heavily with the Bard thematically? I'd hope that there would still, given that my subclass gets access to the Bard spell list. One of my reviewers was particularly concerned since Artificers can choose to prep, Hallucinatory Terrain} \\ 17\text{th} & \textit{Dominate Person, Hypnotic Pattern} \\ 13\text{th} & \textit{Compulsion, I decided to make my own subclass that focuses on crafting and playing musical instruments. It's a subclass of the Artificer, I have deliberately included some text restating some existing rules (like how bonus action spellcasting limits your main action, I'd like to be a bit less wordy if I can get away with it without introducing ambiguity. Is this subclass balanced? I'd appreciate compariso, I've long been disappointed by how brief and largly meaningless D&D 5e's handling of musical instruments is. Bards can use them as spellcasti, it does so with disadvantage if you are playing a musical instrument you are proficient with and the target can hear your music. You are a s, it follows the normal rules for Spell Storing Item. You may instead store a 3rd level Bard spell in the instrument, my questions about it are below: Arcane Luthier An Arcane Luthier is a master of the magical crafting of musical instruments. While less in, nor does it really matter much if you're any good at it. To address that, one instrument from this feature, or ways I could better or more consistently phrase things? Because some of my previous reviewers were not as much mechanics geeks as I am, rather than a magical effect. You may play music with an instrument you have crafted in place of the vocal or somatic components of any spel, rather than its first. Battlefield Instrumentation At 15th level, Seeming} \\ \end{array} Instrumental Virtuoso At 3rd level, Silent Image} \\ 5\text{th} & \textit{Calm Emotions, since there's a bit of overlap between them, since they can be spell focuses for you) from the normal Spell Storing Item feature. Use the normal Spell Storing Item rules for the second i, so when you have both after 11th level, swapping them out only as they level. Is that versatility really problematic, that any Artificer should be able to choose: Enhanced Instrument Item: A musical instrument (requires attunement) While playing this instr, the instrument will be destroyed when the spell ends the first time it is used. This feature operates separately from the regular Spell Stor, the instrument will only be destroyed after its second use, there's not much to them. Hardly anyone has a reason to play a musical instrument for any length of time, using class rules from Eberron: Rising from the Last War (which is not the same as any of the earlier drafts of the Artificer in various Unea, while Bards can only learn a few of their spells, with a bit of steam-punk theming, with his PhD in Astrophysics). But would it be problematic to have both in the same party? Does the subclass diverge too far from convention, with the instrument being destroyed after one use. If you store a 3rd level spell, without needing to have it prepared or using a spell slot. After you cast it in this way, without needing to have it prepared or using a spell slot. The spell has no effect on creatures that cannot hear your music, you can add additional magic to musical instruments you create. This feature works like the Spell Storing Item feature of the core Artificer, you can also accompany dramatic or oratorical performances with your music. Magically Charged Instrument At 9th level, you can compose musical themes that enhance the abilities of your spellcasting to manipulate the senses and emotions of those who hear you., you can exchange one of your existing musical instrument proficiencies for proficiency with the touched instrument. You are always proficient, you can prevent one or more affected creatures from knowing they were magically charmed and from becoming hostile when the spell ends. For ea, you do not need to use a free hand to manipulate them (though they will still be consumed if the spell says so). Beguiling Melodies Startin, you gain proficiency in two musical instruments of your choice. If you spend an entire long rest touching a musical instrument you are not p, you know how to blend spellcasting into your instrumental music. While you are playing an instrument you have crafted (either with The Right, you learn Minor Illusion cantrip. You may not exchange this spell for another cantrip, you may cast Mass Suggestion, you may cast the Sanctuary spell on yourself, you may change the casting time of an Enchantment or Illusion spell with a casting time of 1 action to instead have a casting time of 1 bonus, you may not do so again until you finish a long rest. I've also created a thematically related Infusion, you may store spells in two different items, you may use appropriate materials worth half the instrument's normal cost during a long rest to make it permanently become a normal item whic, you may use the Help action targeting any number of creatures of your choice, you may use this feature store a 4th level Bard spell, you must spend one action during the spell's duration performing music they can hear and succeed on a Charisma (musical instrument) check wit, your instrumental performances awe your enemies