I’ve had two homebrew ideas swirling in my head for some time now…
The first idea was a “weaver” subclass…an artificer who specializes in arcane fabric.
For comedy, they could be a fashion designer / cobbler…someone who designs stylish outfits, and seeks out inspiration while adventuring (think J. Peterman from “Seinfeld”; but with magic).
To not make it ENTIRELY ridiculous…they’d get those microfilaments you see in anime: nigh-invisible strings that can snare or slice enemies, and move them around like puppets.
They use threads & fabric like weapons.
A more “serious” idea for an Artificer subclass would be a Sentient Weaponsmith.
This is a homebrew I’ve been giving serious thought…sentient weapons have been a huge part of D&D lore; but the creation of such weapons are not heavily explored.
Hexblade Warlocks scratch the surface of the concept…but their theme is restricted; and they SERVE…they don’t MAKE.
There is LOTS of potential for an Artificer who specializes in forging weapons AND awakening a degree of sentience.
It is also a natural opposite to the Armorer.
The Battlesmith has some crossover…but their additional focus on a mechanical pet & healing leaves some wiggle room for improvement.
You could give your sentient weapon a personality…add some additional mechanics to make melee more FUN.
Give the weapons the “dancing”, “returning”, or “reach” property…allow the Artificer to stack multiple Infusions on the same weapon (so long as THEY use it).
Double-down on the “smite” spells for their spell list…maybe play around with alignment; giving the weapon special properties that are determined by the alignment of the sentient weapon itself.
Perhaps even borrow from inspiration from “Bloodborne”…introduce “trick” weapons that can change their function as a bonus action.
Maybe a class that is a bit like armorer, except instead of an armor you’re infusing and upgrading a construct
Actually, that has me thinking... can a Battlesmith's Steel Defender attune to magic items?
It's a creature, so yes. Before the Tasha's changes it was super important to take the Gauntlets of Ogre Strength/Belt of Giant Strength infusion (depending on your level) and have the defender attune to it so your defender could do more consistent damage. Now that it just keys off your spell attack you have room for more situational/interesting options.
Hexblade Warlocks scratch the surface of the concept…but their theme is restricted; and they SERVE…they don’t MAKE.
Where the hell does this meme come from? Hexblades don't serve their blades. They serve their patron, who is probably the Raven Queen.
Anyway, I agree. There's plenty of room in the design space for a subclass specializing in sapient weapons.
some hexblade patrons are sentient weapons
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and i want a tank subclass. you build and upgrade your tank.
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quote from Romantically Apocalyptic byVitaly S Alexius
Dunno how wild or outlandish it would be, but I'd quite like an "Inventor" sub-class that further focuses on a character who creates things even more so than the main class. My idea for this centres around having two main features:
Homunculi: Unlike other artificers who can have only one of these handy helpers, the inventor would be able to have several, scaling up at higher levels. Alongside this would be a few new Homunculus servant types (available to all artificers). Basically these could be used to buff/assist multiple allies, or debuff/attack multiple enemies, but might also have additional effects when multiple are sent to buff/debuff a single target, possibly as a result of a sub-class feature?
Sentient Weapon: The inventor would have the ability to craft a sentient weapon. Basically this is like any other infused weapon at first, but over time you would gain the ability to add more infusions to it, along with additional bonuses due to its sentient nature (learn a language, add a skill proficiency, give it darkvision etc.). This would allow them to make a stronger infused (melee only?) weapon for themselves than other artificers, but would be compensating for them having only a single attack.
I haven't really thought about the specifics any more than that, but basically the idea is to be a mostly support/interference type artificer based around magical "pets", with a cool sword for when you have to get up close and personal.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
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I'd like to see one that's a demolitions expert/combat engineer.
"When in doubt... C4," Jamie Hyneman.
I once made a Way of the Dynamite tradition for monks
"You call throwing dynamite a martial art?" 'Hey, as long as it works'
Well, if you throw enough dynamite at them, your detractors will either start agreeing with you or be blown to tiny pieces, Either way, I think you've won.
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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'd love to see a more melee focused Artificer that focuses on using weapons with Int as their Attack stat. Armorers are pretty much restricted to their gauntlets/chest node and Battle Smiths are much more viable as ranged fighters. Plus, Battle Smiths have their Defenders as their main thing. I'm thinking more along the lines of a melee expert with infusions or abilities that focus on enhancing their weapons and offensive and defensive capabilities. Kind of like a techno paladin (even more so than Artificers already are).
Battlesmiths are incredibly versatile and I'd say they work just as well in melee as ranged. Especially in early levels your Battlesmith could be your team's most tanky member, with the defender being very tanky as well with their repair action. Remember, not being hit is just as important as damage resistance.
Their damage is alright, not amazing but not terrible either with the bonus damage from the steel defender, but a ranged or melee battlesmith should dish out about the same damage at early levels.
All that said, yeah, a battlesmith that focuses on enhancing their weapon instead of their armor would be pretty cool.
Battlesmiths are incredibly versatile and I'd say they work just as well in melee as ranged. Especially in early levels your Battlesmith could be your team's most tanky member, with the defender being very tanky as well with their repair action. Remember, not being hit is just as important as damage resistance.
Their damage is alright, not amazing but not terrible either with the bonus damage from the steel defender, but a ranged or melee battlesmith should dish out about the same damage at early levels.
All that said, yeah, a battlesmith that focuses on enhancing their weapon instead of their armor would be pretty cool.
I think you might have missed the part about not having to rely on the steel defender for being good in melee. There are also more ways to be good at melee than being a tank (armorers and battle smiths already do that well enough so no need for another subclass to do the same).
The main problem with Battle Smiths is that they are more of a supportive subclass rather than a fighty one. They're not bad (no artificer is "bad") but they don't really fill the role of a melee focused warrior.
I like the way the armorer is hyperfocused on one piece of gear and I'd kind of like to see that concept expanded elsewhere.
Like... a weapon wielding artificer that focuses on customizing and enhancing their weapon by adding new/unique properties to it directly. Or something similar with a companion-based artificer.
... Conceptually that overlaps a bit with the Battlesmith, who's focused on weapons and pets, but I really feel like the battlesmith falls short in that it doesn't really interact much with its features. You get to use Int with your weapons, but you don't really interact with weapons in any other special way. Your defender exists, but you don't really do anything special with it or upgrade it. A subclass that just focused on one or the other could do some neat things potentially though.
Other idea I had is a calligraphy tool specialized artificier who has a sort of bookish theme. Storing spells inside talismans and things like that. Less concrete ideas for that one but it could be fun.
A quick way to brain storm ideas for artificer subclasses is to just think of what different subclasses you can make with different tool combinations. Here's are some ideas that I've either started on, finished, or just started came up with;
Arbalest (Smith's/Woodcarver's - WIP) - Ranged weapon based subclass
Contractor (Carpenter's/Mason's - WIP) - Uses blocks to manipulate the battlefield and to create temporary objects
Elementalist (Jeweler's/Smith's - WIP) - uses runes/stones to channel the elemental energies
Necrologist (Leatherworker's - WIP) - a subclass that focuses on a Flesh golem that you can alter
Physician (Herbalism kit - Concepting) - it's a healer, that focuses on a special healers kit (might be a pool based healer)
Toymaker (Wood Carver's - Concepting) - a subclass that can create different "toys" that will vary on it can do based on the toy created
Plague Doctor (Herbalism kit/Poisoner's kit - finished-ish) - a pool based subclass that you can spend to either, healer, deal damage or cure poison/disease
Arcanist (Woodcarver's/Jeweler's - Concepting) - a subclass that focus's on creating and altering spellcsating foci
On a whim, I tried imagining the new subclasses from the Strixhaven UA as Artificer subclasses, focusing on those that already included a subclass spell list as all Artificer subclasses have subclass spell lists. Quandrix Artificers make the most sense, though I like flavoring Lorehold Artificers as archaeologists. Ironically, Witherbloom Artificers could actually be better Alchemists than current Alchemist Artificers.
I'll admit, I'm super partial to the Jack of all Trades-style Maverick sub from Kieth Baker's Exploring Ebberon, and there's a small part of me that hopes it makes it in some form to WotC. Also for those who want a more weapon focused Artificer, he also made the Forge Adept.
Honestly I like the thought of an artificer who has a construct that they tinker on. Like the armorer how they can change their armor from stealth or defender and back. Make the subclass about how you build the construct. Like making it small to medium to large but make it like a long rest or one day of work to change it. I think that would be pretty cool!
Honestly I like the thought of an artificer who has a construct that they tinker on. Like the armorer how they can change their armor from stealth or defender and back. Make the subclass about how you build the construct. Like making it small to medium to large but make it like a long rest or one day of work to change it. I think that would be pretty cool!
I've actually worked on something like that (Necrologist), but so has ghostfire games with their dark artificers supplement. In short, they're flesh golems based subclass where you customize the golem.
I think something interesting would be a Necromancer-styled Artificer. A sort of "Dr. Frankenstein" archetype with a focus on building flesh golems of some kind. I suppose that might work as a reskin of the Battlesmith, but it would be cool to have rules in place for body harvesting. Maybe even give them unique infusions that they can apply to their flesh golems.
I think that will come sooner or later. It is a relatively easy subclass to design, and can be very interesting to many players. I would wait for it in an upcoming horror setting.
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Personally, I'd just be happy if they allocated time to errata the Alchemist, as it's very sad to see such a powerful concept so poorly executed.
I’ve had two homebrew ideas swirling in my head for some time now…
The first idea was a “weaver” subclass…an artificer who specializes in arcane fabric.
For comedy, they could be a fashion designer / cobbler…someone who designs stylish outfits, and seeks out inspiration while adventuring (think J. Peterman from “Seinfeld”; but with magic).
To not make it ENTIRELY ridiculous…they’d get those microfilaments you see in anime: nigh-invisible strings that can snare or slice enemies, and move them around like puppets.
They use threads & fabric like weapons.
A more “serious” idea for an Artificer subclass would be a Sentient Weaponsmith.
This is a homebrew I’ve been giving serious thought…sentient weapons have been a huge part of D&D lore; but the creation of such weapons are not heavily explored.
Hexblade Warlocks scratch the surface of the concept…but their theme is restricted; and they SERVE…they don’t MAKE.
There is LOTS of potential for an Artificer who specializes in forging weapons AND awakening a degree of sentience.
It is also a natural opposite to the Armorer.
The Battlesmith has some crossover…but their additional focus on a mechanical pet & healing leaves some wiggle room for improvement.
You could give your sentient weapon a personality…add some additional mechanics to make melee more FUN.
Give the weapons the “dancing”, “returning”, or “reach” property…allow the Artificer to stack multiple Infusions on the same weapon (so long as THEY use it).
Double-down on the “smite” spells for their spell list…maybe play around with alignment; giving the weapon special properties that are determined by the alignment of the sentient weapon itself.
Perhaps even borrow from inspiration from “Bloodborne”…introduce “trick” weapons that can change their function as a bonus action.
It's a creature, so yes. Before the Tasha's changes it was super important to take the Gauntlets of Ogre Strength/Belt of Giant Strength infusion (depending on your level) and have the defender attune to it so your defender could do more consistent damage. Now that it just keys off your spell attack you have room for more situational/interesting options.
Partway through the quest for absolute truth.
Where the hell does this meme come from? Hexblades don't serve their blades. They serve their patron, who is probably the Raven Queen.
Anyway, I agree. There's plenty of room in the design space for a subclass specializing in sapient weapons.
some hexblade patrons are sentient weapons
This Mug immediately shared with me a transcendental tale of an Infinite Mug that anchors the Universe and keeps it from folding in on itself. I filed this report under "illogical nonsense" and asked why its sign is in Times New Roman font, when it is basic knowledge that Arial Black is a far superior font. I wondered: How did this mug even get past the assembly line with its theistic beliefs and poor font choices?
quote from Romantically Apocalyptic by Vitaly S Alexius
and i want a tank subclass. you build and upgrade your tank.
This Mug immediately shared with me a transcendental tale of an Infinite Mug that anchors the Universe and keeps it from folding in on itself. I filed this report under "illogical nonsense" and asked why its sign is in Times New Roman font, when it is basic knowledge that Arial Black is a far superior font. I wondered: How did this mug even get past the assembly line with its theistic beliefs and poor font choices?
quote from Romantically Apocalyptic by Vitaly S Alexius
I'd like to see one that's a demolitions expert/combat engineer.
"When in doubt... C4," Jamie Hyneman.
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.
Dunno how wild or outlandish it would be, but I'd quite like an "Inventor" sub-class that further focuses on a character who creates things even more so than the main class. My idea for this centres around having two main features:
I haven't really thought about the specifics any more than that, but basically the idea is to be a mostly support/interference type artificer based around magical "pets", with a cool sword for when you have to get up close and personal.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
I once made a Way of the Dynamite tradition for monks
"You call throwing dynamite a martial art?" 'Hey, as long as it works'
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Well, if you throw enough dynamite at them, your detractors will either start agreeing with you or be blown to tiny pieces, Either way, I think you've won.
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'd love to see a more melee focused Artificer that focuses on using weapons with Int as their Attack stat. Armorers are pretty much restricted to their gauntlets/chest node and Battle Smiths are much more viable as ranged fighters. Plus, Battle Smiths have their Defenders as their main thing. I'm thinking more along the lines of a melee expert with infusions or abilities that focus on enhancing their weapons and offensive and defensive capabilities. Kind of like a techno paladin (even more so than Artificers already are).
Battlesmiths are incredibly versatile and I'd say they work just as well in melee as ranged. Especially in early levels your Battlesmith could be your team's most tanky member, with the defender being very tanky as well with their repair action. Remember, not being hit is just as important as damage resistance.
Their damage is alright, not amazing but not terrible either with the bonus damage from the steel defender, but a ranged or melee battlesmith should dish out about the same damage at early levels.
All that said, yeah, a battlesmith that focuses on enhancing their weapon instead of their armor would be pretty cool.
I think you might have missed the part about not having to rely on the steel defender for being good in melee. There are also more ways to be good at melee than being a tank (armorers and battle smiths already do that well enough so no need for another subclass to do the same).
The main problem with Battle Smiths is that they are more of a supportive subclass rather than a fighty one. They're not bad (no artificer is "bad") but they don't really fill the role of a melee focused warrior.
I like the way the armorer is hyperfocused on one piece of gear and I'd kind of like to see that concept expanded elsewhere.
Like... a weapon wielding artificer that focuses on customizing and enhancing their weapon by adding new/unique properties to it directly. Or something similar with a companion-based artificer.
... Conceptually that overlaps a bit with the Battlesmith, who's focused on weapons and pets, but I really feel like the battlesmith falls short in that it doesn't really interact much with its features. You get to use Int with your weapons, but you don't really interact with weapons in any other special way. Your defender exists, but you don't really do anything special with it or upgrade it. A subclass that just focused on one or the other could do some neat things potentially though.
Other idea I had is a calligraphy tool specialized artificier who has a sort of bookish theme. Storing spells inside talismans and things like that. Less concrete ideas for that one but it could be fun.
A quick way to brain storm ideas for artificer subclasses is to just think of what different subclasses you can make with different tool combinations. Here's are some ideas that I've either started on, finished, or just started came up with;
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On a whim, I tried imagining the new subclasses from the Strixhaven UA as Artificer subclasses, focusing on those that already included a subclass spell list as all Artificer subclasses have subclass spell lists. Quandrix Artificers make the most sense, though I like flavoring Lorehold Artificers as archaeologists. Ironically, Witherbloom Artificers could actually be better Alchemists than current Alchemist Artificers.
I'll admit, I'm super partial to the Jack of all Trades-style Maverick sub from Kieth Baker's Exploring Ebberon, and there's a small part of me that hopes it makes it in some form to WotC. Also for those who want a more weapon focused Artificer, he also made the Forge Adept.
Honestly I like the thought of an artificer who has a construct that they tinker on. Like the armorer how they can change their armor from stealth or defender and back. Make the subclass about how you build the construct. Like making it small to medium to large but make it like a long rest or one day of work to change it. I think that would be pretty cool!
I've actually worked on something like that (Necrologist), but so has ghostfire games with their dark artificers supplement. In short, they're flesh golems based subclass where you customize the golem.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
I think that will come sooner or later. It is a relatively easy subclass to design, and can be very interesting to many players. I would wait for it in an upcoming horror setting.