I'd like to see one that's a demolitions expert/combat engineer.
"When in doubt... C4," Jamie Hyneman.
I've had a good bit of success making such a character with a Rogue (Thief) / Artificer (2) multi-class, making the most of those acid vials, bombs, caltrops, grappling hooks and other mundane items that can be used in a bonus action (many of which can be crafted during long rests with Alchemist's supplies). The limitation of course is the diversity of existing mundane items, so talk to your DM to discuss resources that might expand the list of mundane items. Ghesh's guide details mechanics and items to become a bomb-maker: https://www.dmsguild.com/product/292369/Gheshs-Guide-to-Making-Things--A-System-for-Crafting-and-Modifying-Equipment-in-5th-Edition-DD
The Bioengineer: An Artificer that makes lab creatures that can be used as an arcane focus. Think grabbing a magical slug and squeezing it to make it vomit a stream of acid into someone's face.
The Wandslinger: Has a bit of crossover with the Artillerist, but I think the turret thing overshadows what could be a subclass on it's own. Chock it full of western flavour.
The Archivist: Yes, it was UA. Yes, it didn't make it. Yes, I'm still mad about it. The Archivist had a ton of flavour and RP potential. Gimme an AI buddy.
The Mobilist: If we can have a fighter class that's all about being on a horse, we can have an artificer that uses the vehicle tool proficiencies. Go Wright Brothers-lite or hot air balloon for flying vehicles, race car driver for land, on and on.
The Inspired: Something along the lines of the Wild Magic sorcerer. Mad scientist vibes where you roll on a table to determine what you've made.
The Basic Plus: Doubles down on the core themes of the artificer, with more infusions ala Lord Bard's magical secrets, more attunement slots, and associate benefits.
The Cyberpunk: Oh, we have magical prosthetic limbs? Let's make a subclass out of replacing our fleshy human parts with brand new artificial limbs, please and thank you.
The Dunamancer: Yeah, it's CR based. But Time + Gravity techs could be interesting.
But mostly I think what artificer needs is some unique spells with a power boost, similar to what the Ranger has. They get more mileage out of their levelled spell list because they're designed to be more powerful. Artificer could do with a bit of the same.
I really like the Armorer subclass but would like to see a weapon-based equivalent.
I picture it as a mixture of Eldritch Knight and Bladesinger. Have a similar limitation of spell choice as Eldritch Knight (Evocation and Abjuration only, with maybe one spell per spell level not limited to this). Something extra for infused/attuned weapons similar to weapon bond (cant be disarmed/can teleport/acts as spell focus?), infused/attuned weapon attack/damage scales with Int if higher, ability to swap an attack for a cantrip, Attack action scales to 2 or maybe even 3? Possibility of being able to charge weapon attacks with a certain energy type similar to what clerics get, or if we want something really original, weapon attacks delivering evocation cantrips that normally require a spell attack for charged weapon attacks (limited to prof bonus/long rest? The weapon range must match that of the cantrip, so shocking grasp can be delivered by a mace, but firebolt would need a ranged/thrown weapon. Perhaps this should be a Reaction, trigged by successful weapon attack). Maybe you get an extra attunement slot which must be a weapon? Possibly including of fighting style given the heavy focus on weaponry, but if so then a very limited list linked to weapons, so no Defense.
I wan to see and artificer jedi subclass. a subclass where u can telekinetic and telepathic, forge your own sword that deals a form of magic damage like radiant, necrotic, fire or lightning, some kind of reflect projectiles feature. and bonus action force damage connected to telekinetic powers. as well as spells that deal force damage like gravity well and steel wind strike. and control spells like command and suggestion for expanded spell list. the weapon should ideally deal more damage than any normal weapon. my gut is to say it starts as 2d8 and eventually gets to 4d8 damage on a hit as feats like great weapon master wont work with it. finally like the armorer they should be able to add two infusions to the sword. i would also give the sword the thrown property so they can use like returning weapon and radiant weapon on the sword get a plus two sword that the can thrown and it comes back just like a jedi.
Edit: thinking about this a bit more i think with just a few easy changes to the battlesmith this subclass could be a reality. simply make it so battlesmiths can put two infusions on their weapon at lvl 9 similar to armorer and change it so the magic weapon they make deals the damage as mentioned above and change the battle smiths expanded spell list to a psionic theme as mentioned above. boom done, imo this also gives the battle smith more of an individual feel rather than just being basically a tech beast-master ranger
PS (I also think all artificers should be 3/4 casters and get the mending spell for free as part of the magical tinkering feature and make non magic items magic by casting mending on them, this would fit the theme of expert over caster and give artificer an unfilled role within D&D as the only 3/4 caster and improve their synergy as a wizard multi-class.)
I like the idea, but I've always felt that Jedi are more like a Warlock subclass, or Monk subclass because their Jedi power is granted to them through a god-like power, not forged by them. "The Force" as a patron for warlock would honestly be pretty sick, might have to find a homebrew for that.
Neither telekinesis nor telepathy really fit with the artificer. Also, a sword that does a base of 2d8 is seriously OP for a level 3 power: look at how long it takes any other class to get a similar damage boost (specifically the Cleric's Divine Strike and Paladin's Improved Smite).
Rollback Post to RevisionRollBack
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I agree that, aside from building a lightsaber, nothing in the Jedi playbook really feels thematically appropriate for Artificer, specifically. Especially since the Psi Warrior Fighter already exists and feels like it was deliberately designed to be an offbrand Jedi subclass. The only thing it's really missing is the ability to throw your weapon. I think the most you could really ask for in terms of Artificer is just to add the Sun Blade to the Replicate Magic Items infusion, since it's basically a lightsaber.
Ok this subclass idea is 100% because I want a swordmage in 5e, and artificer provides the best base for it for two reasons:
It's an arcane half caster.
Its subclasses are extremely impactful, with each completely changing how the class plays.
I will however, work with the theme of each artificer subclass making something. I'm not going to just go against the entire point of the class.
So the rough idea is a subclass focused on the creation of a bonded weapon which it can then channel its abilities through. Both melee and ranged as I like character options, but can only have one weapon created in this way at a time. The 'signature ability' for the subclass would be a big list of magic 'strikes' which work similar to the 'shots' of the arcane archer. Not sure if twice per short rest, prof bonus times per long rest, or just running off spell slots like divine smite would be best.
As smith's tools are already used by two subclasses, maybe something more exotic would be preferable. Glassblowers tools to create a glass facsimile of the weapon which you're creating from magic would be very different in theme compared to the smiths tools of the battlesmith and the armourer.
Ok this subclass idea is 100% because I want a swordmage in 5e, and artificer provides the best base for it for two reasons:
It's an arcane half caster.
Its subclasses are extremely impactful, with each completely changing how the class plays.
I will however, work with the theme of each artificer subclass making something. I'm not going to just go against the entire point of the class.
So the rough idea is a subclass focused on the creation of a bonded weapon which it can then channel its abilities through. Both melee and ranged as I like character options, but can only have one weapon created in this way at a time. The 'signature ability' for the subclass would be a big list of magic 'strikes' which work similar to the 'shots' of the arcane archer. Not sure if twice per short rest, prof bonus times per long rest, or just running off spell slots like divine smite would be best.
As smith's tools are already used by two subclasses, maybe something more exotic would be preferable. Glassblowers tools to create a glass facsimile of the weapon which you're creating from magic would be very different in theme compared to the smiths tools of the battlesmith and the armourer.
If the weapon is meant to cover both short and long range, perhaps the focus could be on a transforming tool, which is crafted using Tinker's Tools. Might be an odd comparison, but the first thing that comes to mind for me is the original Power Rangers where they had these guns that could flipped and folded to be turned into daggers, or even something like the Black Ranger's axe that could double as a shotgun. Perhaps allow it to transform into a variety of forms using a bonus action.
As for a limited use feature for the subclass... I suppose you could compare it to the Arcane Jolt from Battlesmith... a 9th level feature can be used a number of times equal to your Intelligence modifier per-long-rest. This gives you a potential of 5 uses... Battlemaster Fighters, I believe, only ever get up to 6 uses of their Superiority Dice, so I feel like this should be plenty of uses. Maybe let them recover on a short rest instead, since unlike the Battlesmith you don't also get a Steel Defender to combo this with.
Ok this subclass idea is 100% because I want a swordmage in 5e, and artificer provides the best base for it for two reasons:
It's an arcane half caster.
Its subclasses are extremely impactful, with each completely changing how the class plays.
I will however, work with the theme of each artificer subclass making something. I'm not going to just go against the entire point of the class.
So the rough idea is a subclass focused on the creation of a bonded weapon which it can then channel its abilities through. Both melee and ranged as I like character options, but can only have one weapon created in this way at a time. The 'signature ability' for the subclass would be a big list of magic 'strikes' which work similar to the 'shots' of the arcane archer. Not sure if twice per short rest, prof bonus times per long rest, or just running off spell slots like divine smite would be best.
As smith's tools are already used by two subclasses, maybe something more exotic would be preferable. Glassblowers tools to create a glass facsimile of the weapon which you're creating from magic would be very different in theme compared to the smiths tools of the battlesmith and the armourer.
If the weapon is meant to cover both short and long range, perhaps the focus could be on a transforming tool, which is crafted using Tinker's Tools. Might be an odd comparison, but the first thing that comes to mind for me is the original Power Rangers where they had these guns that could flipped and folded to be turned into daggers, or even something like the Black Ranger's axe that could double as a shotgun. Perhaps allow it to transform into a variety of forms using a bonus action.
As for a limited use feature for the subclass... I suppose you could compare it to the Arcane Jolt from Battlesmith... a 9th level feature can be used a number of times equal to your Intelligence modifier per-long-rest. This gives you a potential of 5 uses... Battlemaster Fighters, I believe, only ever get up to 6 uses of their Superiority Dice, so I feel like this should be plenty of uses. Maybe let them recover on a short rest instead, since unlike the Battlesmith you don't also get a Steel Defender to combo this with.
I feel that the transforming tool with tinkers tools would be pushing more towards the techy/steampunk vibe of eberron. While part of the idea here is to move as far from that as possible (like alchemist) in order to fit more smoothly into 'traditional' settings. What I had in my mind for making the weapon was making a small 'template', with magic and runes being pushed into the template until it became the actual item.
I originally got the idea from a book called Lirael, where she creates a magical dog this way.
Likewise, I don't think arcane jolt is a good comparison here. Most of the Battlesmith's power budget comes from its Steel-Defender, with arcane jolt then being the 9th level power bump. This ability is equivalent to the steel defender itself, with it being the primary subclass power source.
In that case, you should compare it to the Artillerist's Eldritch Cannon or the Armorer's Thunder Gauntlets and Spark Launcher.
The class really doesn't need a weapon that's highly effective at both melee and range, it's got a lot of cantrips that it can use for ranged offense already.
In that case, you should compare it to the Artillerist's Eldritch Cannon or the Armorer's Thunder Gauntlets and Spark Launcher.
The class really doesn't need a weapon that's highly effective at both melee and range, it's got a lot of cantrips that it can use for ranged offense already.
My biggest problem with that is the fact that Artificers get so few cantrips. I think it's kind of a failing that the Battlesmith and Artillerist subclasses both basically require that you have the Mending cantrip, but you only get 2 cantrips as an Artificer, and don't get a third one until at least 10th level. I think if the class is built in a way that assumes that you have a specific cantrip, it should grant it to you in some way.
In that case, you should compare it to the Artillerist's Eldritch Cannon or the Armorer's Thunder Gauntlets and Spark Launcher.
The class really doesn't need a weapon that's highly effective at both melee and range, it's got a lot of cantrips that it can use for ranged offense already.
As it's only a single created weapon at once, it's not really allowing them to be effective at melee and ranged at the same time. It's one or the other. Maybe changeable on a long rest.
Armourer allows you to switch between the two armour models on a rest, with one being melee specialised and the other effective at range.
Trying to get away from treating this as tech-based and trying to focus more on this weapon-based, mystical class... I think we could instead shift to Jeweler's Tools. I've seen a lot of homebrew games that uses a sort of Materia system for weaponry, if only so players can have a single signature weapon and not have to worry about losing some of their Aesthetic when they come across a new weapon that's technically superior but doesn't match their look. So instead of requiring Smith's Tools to build weapons, the focus is instead on using gems as a power source to modify an existing weapon.
Trying to get away from treating this as tech-based and trying to focus more on this weapon-based, mystical class... I think we could instead shift to Jeweler's Tools. I've seen a lot of homebrew games that uses a sort of Materia system for weaponry, if only so players can have a single signature weapon and not have to worry about losing some of their Aesthetic when they come across a new weapon that's technically superior but doesn't match their look. So instead of requiring Smith's Tools to build weapons, the focus is instead on using gems as a power source to modify an existing weapon.
I like that one! There is lots of fantasy examples of gems embedded in weapons, sometimes providing magical effects of their own. Eragon has them as stores of magic. Craftworld eldar have gems containing their ancestors souls in the weapons.
This might be less of a "new" subclass for Artificers and maybe just a reflavoring, but I always feel like cooking is an under utilized mechanic in DnD currently and with Artificers able to using Cooking Utensils as their arcane focus, I feel like I want an artificer class thats kind've about upgrading and making magical "food".
As I started to think about it and flesh out the idea, it kinda ended up being similar to the Alchemist subclass, but instead of potions you make food. But I feel like there is some kind of opportunity here to create a subclass to be a super powered, ass kicking, chef.
The idea was prompted by a recent character as a Battle Smith artificer, that reflavored their Steel defender to be a sentient Foreman Grill that follows my character around and used Cooking Utensils as their tools of choice. Went the extra-flavor-mile and picked up the Chef feat as a Variant Human. It would just be fun if there was a dedicated class to cooking and creating foods for your party.
Another subclass that I've seen someone make in one of the discord servers I'm in had a desert themed artificer subclass that was focused on illusions and radiant damage through the use of glassblower's/jeweler's prof. via different kinds of lenses and fractal lights.
I wan to see and artificer jedi subclass. a subclass where u can telekinetic and telepathic, forge your own sword that deals a form of magic damage like radiant, necrotic, fire or lightning, some kind of reflect projectiles feature. and bonus action force damage connected to telekinetic powers. as well as spells that deal force damage like gravity well and steel wind strike. and control spells like command and suggestion for expanded spell list. the weapon should ideally deal more damage than any normal weapon. my gut is to say it starts as 2d8 and eventually gets to 4d8 damage on a hit as feats like great weapon master wont work with it. finally like the armorer they should be able to add two infusions to the sword. i would also give the sword the thrown property so they can use like returning weapon and radiant weapon on the sword get a plus two sword that the can thrown and it comes back just like a jedi.
I think the artificer specialist you're looking for is the Weaveblade (and it's 60' variant)
Scaleable radiant blade, limit 2 at a time. 1d6 at 3rd, 1d8 at 5th, 1s10 at 9th and 1d12 at 15th levels. Blade uses INT instead of DEX or STR. Modified telekinetic feat. Unarmored defense when wielding at least one blade. Extra attack. Slightly modified telepathic feat. Evasion. Several perks for your blade as a capstone at 15 (can throw now, BA to pull one back to your hand, reaction for lightning damage immunity, deflect missiles, limited use dodge+reaction to provide 3/4 cover to anyone within 5')
I tried my best not to infringe on the mouse's IP.
I've had a good bit of success making such a character with a Rogue (Thief) / Artificer (2) multi-class, making the most of those acid vials, bombs, caltrops, grappling hooks and other mundane items that can be used in a bonus action (many of which can be crafted during long rests with Alchemist's supplies). The limitation of course is the diversity of existing mundane items, so talk to your DM to discuss resources that might expand the list of mundane items. Ghesh's guide details mechanics and items to become a bomb-maker: https://www.dmsguild.com/product/292369/Gheshs-Guide-to-Making-Things--A-System-for-Crafting-and-Modifying-Equipment-in-5th-Edition-DD
The Bioengineer: An Artificer that makes lab creatures that can be used as an arcane focus. Think grabbing a magical slug and squeezing it to make it vomit a stream of acid into someone's face.
The Wandslinger: Has a bit of crossover with the Artillerist, but I think the turret thing overshadows what could be a subclass on it's own. Chock it full of western flavour.
The Archivist: Yes, it was UA. Yes, it didn't make it. Yes, I'm still mad about it. The Archivist had a ton of flavour and RP potential. Gimme an AI buddy.
The Mobilist: If we can have a fighter class that's all about being on a horse, we can have an artificer that uses the vehicle tool proficiencies. Go Wright Brothers-lite or hot air balloon for flying vehicles, race car driver for land, on and on.
The Inspired: Something along the lines of the Wild Magic sorcerer. Mad scientist vibes where you roll on a table to determine what you've made.
The Basic Plus: Doubles down on the core themes of the artificer, with more infusions ala Lord Bard's magical secrets, more attunement slots, and associate benefits.
The Cyberpunk: Oh, we have magical prosthetic limbs? Let's make a subclass out of replacing our fleshy human parts with brand new artificial limbs, please and thank you.
The Dunamancer: Yeah, it's CR based. But Time + Gravity techs could be interesting.
But mostly I think what artificer needs is some unique spells with a power boost, similar to what the Ranger has. They get more mileage out of their levelled spell list because they're designed to be more powerful. Artificer could do with a bit of the same.
I really like the Armorer subclass but would like to see a weapon-based equivalent.
I picture it as a mixture of Eldritch Knight and Bladesinger. Have a similar limitation of spell choice as Eldritch Knight (Evocation and Abjuration only, with maybe one spell per spell level not limited to this). Something extra for infused/attuned weapons similar to weapon bond (cant be disarmed/can teleport/acts as spell focus?), infused/attuned weapon attack/damage scales with Int if higher, ability to swap an attack for a cantrip, Attack action scales to 2 or maybe even 3? Possibility of being able to charge weapon attacks with a certain energy type similar to what clerics get, or if we want something really original, weapon attacks delivering evocation cantrips that normally require a spell attack for charged weapon attacks (limited to prof bonus/long rest? The weapon range must match that of the cantrip, so shocking grasp can be delivered by a mace, but firebolt would need a ranged/thrown weapon. Perhaps this should be a Reaction, trigged by successful weapon attack). Maybe you get an extra attunement slot which must be a weapon? Possibly including of fighting style given the heavy focus on weaponry, but if so then a very limited list linked to weapons, so no Defense.
I wan to see and artificer jedi subclass. a subclass where u can telekinetic and telepathic, forge your own sword that deals a form of magic damage like radiant, necrotic, fire or lightning, some kind of reflect projectiles feature. and bonus action force damage connected to telekinetic powers. as well as spells that deal force damage like gravity well and steel wind strike. and control spells like command and suggestion for expanded spell list. the weapon should ideally deal more damage than any normal weapon. my gut is to say it starts as 2d8 and eventually gets to 4d8 damage on a hit as feats like great weapon master wont work with it. finally like the armorer they should be able to add two infusions to the sword. i would also give the sword the thrown property so they can use like returning weapon and radiant weapon on the sword get a plus two sword that the can thrown and it comes back just like a jedi.
Edit: thinking about this a bit more i think with just a few easy changes to the battlesmith this subclass could be a reality. simply make it so battlesmiths can put two infusions on their weapon at lvl 9 similar to armorer and change it so the magic weapon they make deals the damage as mentioned above and change the battle smiths expanded spell list to a psionic theme as mentioned above. boom done, imo this also gives the battle smith more of an individual feel rather than just being basically a tech beast-master ranger
PS (I also think all artificers should be 3/4 casters and get the mending spell for free as part of the magical tinkering feature and make non magic items magic by casting mending on them, this would fit the theme of expert over caster and give artificer an unfilled role within D&D as the only 3/4 caster and improve their synergy as a wizard multi-class.)
I like the idea, but I've always felt that Jedi are more like a Warlock subclass, or Monk subclass because their Jedi power is granted to them through a god-like power, not forged by them. "The Force" as a patron for warlock would honestly be pretty sick, might have to find a homebrew for that.
Neither telekinesis nor telepathy really fit with the artificer. Also, a sword that does a base of 2d8 is seriously OP for a level 3 power: look at how long it takes any other class to get a similar damage boost (specifically the Cleric's Divine Strike and Paladin's Improved Smite).
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I agree that, aside from building a lightsaber, nothing in the Jedi playbook really feels thematically appropriate for Artificer, specifically. Especially since the Psi Warrior Fighter already exists and feels like it was deliberately designed to be an offbrand Jedi subclass. The only thing it's really missing is the ability to throw your weapon. I think the most you could really ask for in terms of Artificer is just to add the Sun Blade to the Replicate Magic Items infusion, since it's basically a lightsaber.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
Ok this subclass idea is 100% because I want a swordmage in 5e, and artificer provides the best base for it for two reasons:
I will however, work with the theme of each artificer subclass making something. I'm not going to just go against the entire point of the class.
So the rough idea is a subclass focused on the creation of a bonded weapon which it can then channel its abilities through. Both melee and ranged as I like character options, but can only have one weapon created in this way at a time. The 'signature ability' for the subclass would be a big list of magic 'strikes' which work similar to the 'shots' of the arcane archer. Not sure if twice per short rest, prof bonus times per long rest, or just running off spell slots like divine smite would be best.
As smith's tools are already used by two subclasses, maybe something more exotic would be preferable. Glassblowers tools to create a glass facsimile of the weapon which you're creating from magic would be very different in theme compared to the smiths tools of the battlesmith and the armourer.
If the weapon is meant to cover both short and long range, perhaps the focus could be on a transforming tool, which is crafted using Tinker's Tools. Might be an odd comparison, but the first thing that comes to mind for me is the original Power Rangers where they had these guns that could flipped and folded to be turned into daggers, or even something like the Black Ranger's axe that could double as a shotgun. Perhaps allow it to transform into a variety of forms using a bonus action.
As for a limited use feature for the subclass... I suppose you could compare it to the Arcane Jolt from Battlesmith... a 9th level feature can be used a number of times equal to your Intelligence modifier per-long-rest. This gives you a potential of 5 uses... Battlemaster Fighters, I believe, only ever get up to 6 uses of their Superiority Dice, so I feel like this should be plenty of uses. Maybe let them recover on a short rest instead, since unlike the Battlesmith you don't also get a Steel Defender to combo this with.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
I feel that the transforming tool with tinkers tools would be pushing more towards the techy/steampunk vibe of eberron. While part of the idea here is to move as far from that as possible (like alchemist) in order to fit more smoothly into 'traditional' settings. What I had in my mind for making the weapon was making a small 'template', with magic and runes being pushed into the template until it became the actual item.
I originally got the idea from a book called Lirael, where she creates a magical dog this way.
Likewise, I don't think arcane jolt is a good comparison here. Most of the Battlesmith's power budget comes from its Steel-Defender, with arcane jolt then being the 9th level power bump. This ability is equivalent to the steel defender itself, with it being the primary subclass power source.
In that case, you should compare it to the Artillerist's Eldritch Cannon or the Armorer's Thunder Gauntlets and Spark Launcher.
The class really doesn't need a weapon that's highly effective at both melee and range, it's got a lot of cantrips that it can use for ranged offense already.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
My biggest problem with that is the fact that Artificers get so few cantrips. I think it's kind of a failing that the Battlesmith and Artillerist subclasses both basically require that you have the Mending cantrip, but you only get 2 cantrips as an Artificer, and don't get a third one until at least 10th level. I think if the class is built in a way that assumes that you have a specific cantrip, it should grant it to you in some way.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
Yeah, I think that the Mending cantrip in particular should just be given to Artificers for free at 1st level.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
As it's only a single created weapon at once, it's not really allowing them to be effective at melee and ranged at the same time. It's one or the other. Maybe changeable on a long rest.
Armourer allows you to switch between the two armour models on a rest, with one being melee specialised and the other effective at range.
Trying to get away from treating this as tech-based and trying to focus more on this weapon-based, mystical class... I think we could instead shift to Jeweler's Tools. I've seen a lot of homebrew games that uses a sort of Materia system for weaponry, if only so players can have a single signature weapon and not have to worry about losing some of their Aesthetic when they come across a new weapon that's technically superior but doesn't match their look. So instead of requiring Smith's Tools to build weapons, the focus is instead on using gems as a power source to modify an existing weapon.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
I like that one! There is lots of fantasy examples of gems embedded in weapons, sometimes providing magical effects of their own. Eragon has them as stores of magic. Craftworld eldar have gems containing their ancestors souls in the weapons.
This might be less of a "new" subclass for Artificers and maybe just a reflavoring, but I always feel like cooking is an under utilized mechanic in DnD currently and with Artificers able to using Cooking Utensils as their arcane focus, I feel like I want an artificer class thats kind've about upgrading and making magical "food".
As I started to think about it and flesh out the idea, it kinda ended up being similar to the Alchemist subclass, but instead of potions you make food. But I feel like there is some kind of opportunity here to create a subclass to be a super powered, ass kicking, chef.
The idea was prompted by a recent character as a Battle Smith artificer, that reflavored their Steel defender to be a sentient Foreman Grill that follows my character around and used Cooking Utensils as their tools of choice. Went the extra-flavor-mile and picked up the Chef feat as a Variant Human. It would just be fun if there was a dedicated class to cooking and creating foods for your party.
I think there's an isekai anime about a similar concept.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Another subclass that I've seen someone make in one of the discord servers I'm in had a desert themed artificer subclass that was focused on illusions and radiant damage through the use of glassblower's/jeweler's prof. via different kinds of lenses and fractal lights.
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To see my more recent homebrew creations, please check out my content on Hombrewery.
I think the artificer specialist you're looking for is the Weaveblade (and it's 60' variant)
Scaleable radiant blade, limit 2 at a time. 1d6 at 3rd, 1d8 at 5th, 1s10 at 9th and 1d12 at 15th levels. Blade uses INT instead of DEX or STR. Modified telekinetic feat. Unarmored defense when wielding at least one blade. Extra attack. Slightly modified telepathic feat. Evasion. Several perks for your blade as a capstone at 15 (can throw now, BA to pull one back to your hand, reaction for lightning damage immunity, deflect missiles, limited use dodge+reaction to provide 3/4 cover to anyone within 5')
I tried my best not to infringe on the mouse's IP.
How to: Replace DEX in AC | Jump & Suffocation stats | Spell & class effect buff system | Wild Shape effect system | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
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