Artificer Returns Subclass Variants

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Artificer Returns: Variant Subclasses

Pet Free Variants

These variants of the specializations seen in the Artificer Returns aim to allow players who do not want to control additional creatures or constructs the opportunity to put the power of the specializations into the characters hands.

These alternatives are designed to retain a large amount of the originals mechanical identity, while taking a hands off approach to thematic and flavorful changes.

Alchemist Variant (Satchel)

This variant of the alchemist replaces the Alchemical Homunculus feature with an Alchemist’s Satchel, for players who do not want a creature given to them by this subclass.

Alchemist’s Satchel

Note: This feature replaces the Alchemical Homunculus feature gained at 3rd level.

At 3rd level, you craft an Alchemist’s Satchel, a bag of reagents that you use to create a variety of concoctions. As a bonus action on your turn you may produce and use one of the following alchemical formulae:

Acid Vial You can splash a vial of acid on a creature within 30 ft of you. Make a ranged weapon attack, on a hit your target takes 1d6 + your intelligence modifier in acid damage.

Healing Brew You can restore hit points to yourself or a creature within 5 feet of you using your healing brew. You have a pool of healing power that you can replenish when you take a long rest. This pool can restore a number of hit points up to your Artificer level x 5. When you use this brew, you choose to restore a number of hit points up to the maximum amount remaining in the pool.

Alchemical Salves You can administer an alchemical salve upon one creature within 5 ft of you. You can do this a number of times equal to your intelligence modifier after which you must take a long rest before you can do so again. The creature gains one of the following benefits:

  • Buoyancy. The target gains a flying speed of 10 feet for 10 minutes.
  • Inspiration. The target feels giddy and effective, gaining advantage on certain ability checks in the next hour. The target chooses the checks before or after rolling. The magic runs out after the target has used it on a number of checks equal to your Intelligence modifier (minimum of 1).
  • Resilience. The target gains a number of temporary hit points equal to 2d6 + your Intelligence modifier.

Art: Elven Alchemist from Pathfinder Kingmaker

Artillerist Variant (Modifications)

This variant of the Artillerist replaces the Arcane Turret feature with an Arcane Modifications feature, for players who want to upgrade their ranged weapon instead of deploy turrets. Additional features are changed to support this design change.

Arcane Modifications

Note: This feature replaces the Arcane Turret feature gained at 3rd level.

By 3rd level, you learn how to create magical modifications for your wands and ranged weapons. While you are wielding a wand or a weapon with the ranged property, you can take an action to activate an Arcane Modification. The Arcane Modification lasts for 10 minutes or until you are no longer wielding it, at which point the modification becomes inactive.

You can activate a modification by expending a spell slot of 1st level or higher. You can also activate a modification once for free, as though you had expended a 1st level spell slot, and must finish a long rest before doing so again.

When you activate an Arcane Modification, you decide what type it is, choosing from the options listed below.

Flamethrower

While this modification is active, you can use your bonus action to produce a 15 foot cone of fire originating from you. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 1d6 + your intelligence modifier in fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.

For every spell level higher than 1st that was used to activate this modification, the damage of the flamethrower increases by 1d6.

Force Ballista

While this modification is active, you can use your bonus action to make a ranged spell attack at one creature or object within 120 feet of you. On a hit, the target takes force damage equal to 1d10 + your intelligence modifier, and if the target is a creature, it is pushed up to 5 feet away from you. For every spell level higher than 1st that was used to activate this modification, the damage of the force ballista increases by 1d10.

Biotic Launcher

While this modification is active, you can use your bonus action to launch an orb of positive energy to a point you can choose within 20 feet of you. Each creature of your choice within 10 feet of that point receive a number of hit points equal to 1d4 + your intelligence modifier.

For every spell level higher than 1st that was used to activate this modification, the temporary hit points granted increases by 1d4.

Arcane Modifications

Note: This feature replaces Wand Prototype feature, and has been adjusted to be simplified and to benefit ranged weapons as well as wands.

By 6th level, you now regularly experiment with channeling magic through your wands or ranged weapons. You gain the following benefits:

  • Whenever you use a wand as your spellcasting focus to cast a cantrip, any damage roll you make for that cantrip gains a bonus equal to your intelligence modifier.

  • You can cast Arcane Weapon on yourself at will as a 1st-level spell, without expending a spell slot, so long as the weapon you choose to enhance has the ranged property.

Enhanced Modifications

Note: This feature replaces Fortified Position feature.

Starting at 14th level, you have mastered your modifications. You and any allies within 10 feet of you have half cover while you have an active Arcane Modification, as a result of a shimmering field of magical protection that the turret emits.

You can now activate your Arcane Modification feature for free a number of times equal to your intelligence modifier (minimum of 2) before needing to finish a long rest to do so again. Additionally, modifications summoned for free deal damage as though you had expended a second level spell slot.

Moreover, whenever you activate your Arcane Modification you no longer need to choose its type. Instead you have access to all three abilities, choosing which option to activate when you use your bonus action

Art: Wizards of the Coast

Battle Smith (Combat Rig)

This variant of the Battle Smith replaces the Iron Defender feature with a Combat Enhancer feature, for players who do not want a creature given to them by this subclass. Additional features are changed to support this design change.

Combat Rig

Note: This feature replaces the Iron Defender feature gained at 3rd level.

By 3rd level, the tinkering in your free time has borne you a special device which, when worn by you, enhances your abilities in combat. This combat enhancer can take a form of your choice, such as an arcane generator integrated in your suit of armor, or a powerful magitech gauntlet worn by you. Regardless of its appearance, you gain the following abilities while wearing the combat enhancer.

Accelerated Strike As a bonus action, immediately after casting a cantrip or taking the attack action, you may make a single weapon attack. This attack must be made with a weapon that does not have the heavy property.

Fortify You can create a barrier to magically protect yourself or another creature within 5ft of you as a bonus action. The target gains a number of temp HP equal to 2d8 + your Artificer level. You can use this feature a number of times equal to your intelligence modifier, regaining uses on a long rest.

Arcane Jolt

Note: This feature has been adjusted to remove mention of the Iron Defender, and to include this features level 14 improvement.

At 6th level, you learn new ways to channel arcane energy through your weapon attacks. When you hit a target with a magic weapon attack, you can channel magical energy through the strike to create one of the following effects:

  • The target takes an extra 2d4 force damage.
  • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d4 hit points total.

You can channel this magical energy a number of times equal to your Intelligence modifier (minimum of once), but can do so no more than once on a turn.You regain all expended uses of this feature when you finish a long rest.

The force damage dealt and the hit points restored by this feature increase to 4d4 at level 14.

Arcane Aegis

Note: This feature replaces the Improved Defender feature.

At 14th level, you learn to rebuke attackers with the energy stored in your combat rig. When you are hit by a melee attack, you may use your reaction to reduce the damage by half. When you do so, the attacker takes force damage equal to 1d4 + your intelligence modifier.

Art: Fiendslayer Paladin by Wesley Burt

 

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