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# Artificer subclasses
##### u/olkolk2015
\pagebreakNum # ## Purpose of document The new UA artificer is pretty great but has some thematic holes and no real subclass for non pet based players. Additionally, most homebrew seems to be focused on gunsmiths so I figured I would try out some ideas. Further more, I envision the class less as a mage who focuses in using his arcane skill to be a tinker but rather someone who isn't as good at convential magic but rather uses their tinkered items to compensate for their lack of magical connection. In essence they are the opposite of the sorcerer. If you like my work and want to expand on it just find me on reddit u/olkolk2015 ## Animator The animator is not your typical arcanist or caster. An animator chooses to give minor ability and direction to otherwise ordinary objects. Drawing from a list of preset directions and arcane direction from the artificer, these objects allow an ordinarily combat weak character to instead become a zone of control fighter who uses magic to make up for his lack of martial prowess. For inspiration, I think of the master form of Sora from Kingdom Hearts 2. He fights not only with the weapons in his hands but also a third keyblade orbiting him attacking as he directs. ### Bonus proficiencies At third level, you gain proficiency with martial weapons, heavy armor, shields, and smith’s tools. ### Animate item At third level, you give animation to a shield or a one-handed melee weapon of your choice. The weapon or shield floats in place, giving the normal bonus but without requiring the use of one of your hands. It still requires an action to attack with an animated weapon and the animated item follows all rules of combat. A player may use 2 weapons and a shield or a 2 handed weapon and shield this way. ### Animated automation By the time you have reached the 6th level in this class, you have animated a number of smaller items to assist you in battle. Pick one of the following items to become animated: * Animated knife: with an animated knife you gain the ability to use a reaction when melee attacked to immediately perform a melee attack against the attack using a knife or dagger in your possession. * Animated flask: With an Animated flask, you may use a bonus action to have the potion move to a creature within 30 ft and either pour its contents down its throat or be covered in the substance. A willing creature drinks the contents automatically, however a hostile creature may attempt to resist the flask. If they do, they must make a DEX save against your spell save DC. On a failure they are forced to drink or be covered in the substance. On a save they avoid the flask entirely. * Animated Armor. With Animated armor, you ignore any strength requirement to wear armor. In order to animate a piece of armor you must attune to it. This is required even if the armor does not require attunement. At level 12, animated armor removes the stealth disadvantage of heavy and medium armor. * Animated cloth: With an animated cloth, you may use your bonus action to direct the cloth to move up to 30 ft and attempt to suffocate a creature. The creature in question must make an opposed grapple check against your Spell save DC or become blinded and suffocating. During the target’s turn they may use an action to repeat this check or may attack the cloth. The cloth has an AC of 14 and hp equal to half your Artificer level. When killed, the cloth is unanimated until mending is cast on it. * Animated rope. You animate a nonliving rope-like object, such as string, yarn, cord, line, rope, or cable of up to 50 ft or a maximum of 10lbs. You may give your rope simple movement and shaping instructions, such as: "Move one end up 30 ft in a vertical line, loop over that branch twice, and knot yourself." The rope itself does not deal damage, but can be used as a trip line, or noose-like object. If the rope is used to restrain a creature, you may attempt a special grapple. As an action, you may make a spell attack contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the grappled condition. * Animated lantern: You animate a lantern to follow you. It casts bright light in a radius of 30 ft and dim light for an additional 30 ft. The lantern also requires no fuel to function as a result of the animation. The lantern moves as with you or as a bonus action you can command it to move up to 30 feet. The lantern is always floating 7 feet in the air unless it must adjust height to follow you. * You gain on additional animation at level 10 and one at level 16 ### Automatic Zone Control Initiative (AZCN) At the 14th level, your animation has begun to develop a mind of its own in combat. While you have a weapon animated, creatures within 10ft trigger attacks of opportunity. Additionally, when you would use a reaction to make an attack of opportunity, the sword uses its reaction, so you don’t have to. Once you attack without using a reaction this way, you may not do so until you finish a short or long rest. \pagebreak \columnbreak ## INFESTED TECH An infected is simply someone who found some kind of living tech, whether from the plane of order or from a living warforged, and that tech has poisoned their body. While most people would die after contracting such a strange affliction, some are able to control and contain the infection. This gives them a strange and almost psychic control over their contraptions which, strangely enough, seem to almost be a part of them. ## Class inspiration For inspiration on this class I would watch the anime Kabaneri of the Iron Fortress or the movie Venom. While zombies or aliens in stead of tech, it still carries a lot of weight as to what the effects of infestation may have on a person and how that person interacts in a normal world. ## Infested mark When you chose this path at level 3,Roll on the Infested Mark table to decide what effect the tech has on your human body and how you interact with the infection. Finally, think about a few points of your character. How did you get the tech, what mark did it leave on you, Is it fatal, what do you have to do to contain it, and finally what level of control, if any, does the tech have on you. | D8 | Mark | |:---:|:-----------:| | 1 | You have a metallic crust on all of your skin below the neck and an iron band keeps it from spreading| | 2 | You lack a full range of motion with your arms and legs and instead have more robotic movements | | 3 | You are cold and calculating, even if you want to help someone occasionally your robotic nature takes control.| | 4 | The infestation is not curable and the machine will take control of your body in 12d6 years. | | 5 | The infestation is more symbiotic than what most would think and instead makes suggestions on what it wants and may change depending on your actions| | 6 | You have lost the ability to feel humanly love but instead experience a sexual euphoria from working on mathematical equations | | 7 | Your organs have been replaced with tech and you will die should you try and tamper with it. You do not know what other effects the tech may have | | 8 | Due to your will and strength of mind you have rewritten the infestation and integrated with it. The tech is under your command and follows your wishes | \columnbreak ### Bonus proficiencies At level 3, you gain proficiency in Wisdom saving throws due to the mechanical and calculating nature of your infection. Additionally, you gain proficiency in Doctor's tools from your attempts to counteract the infestation. Finally, you gain a set of Doctor's tools. ### self contained magics (replaces expanded spells) Rather than have an expanded list of spells, an infested gains the ability to interact with magic in a different way. As you level up you gain bonus effects instead of spells. The are as follows: * At at 3rd level, you may use your infection as an arcane focus. This focus does not require a free hand and is always upon your person. * At 5th level, you gain proficiency in shortswords and longbows. * At 9th level, you gain or increase your darkvision up to 20 feet, you can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Perception checks. * At 13th level, you gain resistance to psychic damage. * at 17the level, you gain the ability to cast contingency on yourself without expending a spell slot or needing material components over the course of a long rest. You must still expend a spell slot and provide materials for the contingent spell. ### Upgraded constitution At level 3, you may add your INT modifier to to the amount of health you gain when you level up. ### tech infested transformation At level 3, you gain the ability to release the restraint and control that protects you from your infestation to enhance your own power for a short time. You may enter your transformation twice per long rest. The transformation lasts one minute and has the following effects. * All weapon attacks that use DEX for attack and damage rolls use your INT modifier instead. * You gain advantage on arcana checks. * At the end of every turn that you are transformed, you take psychic damage equal to your proficiency modifier. Damage taken this way does not trigger concentration checks. * If you are reduced to zero hit points the transformation causes one failed death save and then the transformation ends. \pagebreak ### Mechanical body At 6th level, your infestation has begun to make permanent alterations to your body. You are now considered both a humanoid and construct and if a spell has different effects depending on type you pick which one takes effect. Additionally, if you are the target of a mending spell you gain temporary hit points equal to your proficiency plus you INT modifier. ### Jealous parasite At 14th Level, your infection has fully integrated with you as its host. You cannot be possessed or frightened unless you choose to be. Additionally when you use your Tech Infested Transformation feature, any spells you cast are considered to be cast at one level higher than the spell slot you expended. ## Enchanter The enchanter exists to make magical of the mundane and alter the fate of an entire party. While normal artificers do this to an extent, an enchanter focuses on not only buffing the party but changing the world around the party with a variety of clever transmutations and charms. For inspiration, I personally think less of a tinkerer who uses magical prowess to enhance his tools but rather a skilled tinkerer who needs help doing the type of magic he does. An enchanter is someone who views the world as a canvas and loves to alter it around him. To him, reality is whatever he needs it to be at the time. ### Bonus proficiencies At level 3, you gain proficiency with Jeweler’s tools and cobbler’s tools. Additionally, you learn the minor illusion cantrip. It is always prepared and does not count towards the number of cantrips known or prepared. ### Crafting bonus * You take 1/4th less time when creating magical items from mundane items (Ie enchanting a sword) * You take 1/2 of the time when creating jewelry both magical and nonmagical. ### Bonus Spells These spells are always prepared and don’t count against the number of spells prepared. | Level | Spells | |:---:|:-----------:| | 3 | Silent image, Charm person | | 5 | Pyrotechnics, Suggestion | | 9 | Fear, Hypnotic pattern | | 13 | Hallucinatory terrain, Greater invisibility | | 17 | Awaken, Seeming | \columnbreak ### Illusionary device At level 3, you have built an arcane device that manipulates the very essence of illusion, enchantment, and transmutation spells. The device counts as an arcane focus and can be used to power your artificer spells. Should you lose this device you may expend 3 hours and 40gp to make a new one. This device has multiple effects upon your spell casting and magical tinkering feature. You gain the following abilities: * When you cast a cantrip or spell, you may expend 1 use of magical tinkering feature to cast minor illusion as a free action. When you reach 13th level you may cast Silent Image instead without using a spell slot. You regain the magical tinkering use after the spell fades. * When you cast an enchantment, Illusion, or transmutation spell, you may expend 2 uses of magical tinkering feature to instead cast it at one spell level higher. When you spend uses of magical tinkering this way, your maximum number of uses is reduced by 2 until you finish a long rest. ### Enchanting Upgrade At 6th level you have further refined your arcane device to be more effective. If a creature was not aware of your casting or does not have line of sigh to you when you cast the spell, It has disadvantage on all checks and saves to resist or identify your spells. This feature only works on spells you cast that are from the schools of transmutation, enchantment, and illusion. ### Ocular Transmutation At the 14th Level, You have successfully transmuted your eyesight to something more fitting for an illusionist. You gain true sight at a range of 10ft, and you may add half of your proficiency modifier to all saves you make to resist enchantment and illusion spells. ## Optional changes Here are some replacement features you may try if you decide that one class needs a bit of tuning. As this is play test content you are encouraged to find something that fits your game and your world. ### Watchful Eye Level 14 Enchanter feature At level 14, you have devoloped a knack for discovering what is real and what is not. You may add your proficiency bonus to your passive perception and gain advantage on all checks to determine if something is an illusion or not. Finally, you may add half of your proficiency modifier to all saves you make to resist enchantment and illusion spells. ### Martial arcana Level 14 Animator feature At level 14, you have mastered the subprogram of animacy allowing you to use your intelligence modifier for weapon attacks and weapon damage instead of strength or dexterity. \pagebreak \columnbreak ### tools of the trade revision Level 3 Artillerist feature Instead of wood carver's tools you instead gain bombmaker's tools. Instead of the wand crafting feature you gain the following: * Crafting: creating grenades costs 10 gp and uses the bomb’s stats from DND beyond. Additionally, you half the amount of time and cost it takes to make other explosives, firearms, and magical powders. ### Experimental Nova Replaces Wand Prototype Artillerist At level 6, you may turn a targeted spell into an explosive nova. When you cast a spell this way the targeting changes. Select a point within 60 feet to cast the spell nova. All creatures within 10 feet of this point must make a Dex save against your spell save DC or be targeted by your spell. On a save, the creature takes only half damage from the spell and suffers none of the negative effects of the spell. If the spell has at least one beneficial effect, a creature may choose to fail the saving throw. You may cast spells this way once per long rest ### Grenade master Replaces Wand Prototype Artillerist Grenade master; At 6th level you gain the ability to create and infuse grenades with a magical power. During a long rest, you spend an hour infusing up to two grenades with magic. This magic lasts until you finish a long rest. You may select one of the following effects for each grenade: * Healing Charge: All creatures within 10ft regain 1d6 + your spell casting modifier. Additionally, this grenade does no damage and no save is made for the grenade. This healing increases by an additional 1d6 at level 10, 14, and 18. * Elemental grenade: All creatures within 10ft must make a dex save against your spell save DC. On a fail, they take 1d10 bludgeoning damage and 1d6 of your choice of thunder, cold, fire, necrotic, acid, or poison. On a save, they take half damage. The elemental damage increases by an additional 1d6 at level 10, 14, and 18. * Slowing grenade. All creatures within 10ft must make a dex save against your spell save DC. On a fail, they take 1d10 bludgeoning damage, and have their movement reduced by half for one minute. The damage increases by 1d10 at level 10 and 18 * Resistance grenade: All creatures within 10ft regain 1d4 + half of your spell casting modifier and gain resistance to a damage type of your choice for one minute. The healing increases by 1d4 at level 10, 14, and 18. \columnbreak