So my last comment was mostly about changing a subclass theme and giving it more individuality, if we stay with making those changes to battle smith to give it a psionic feel rather than techno paladin/techno beast-master and become the true Jedi like subclass of D&D. Then i would say we can then recapture the theme of an artificer pet master with a Pokemon trainer feel to a class.
Lets say the main subclass feature is you can create 3 magical creature capture orbs that eventually scales up to 6 orbs. When u unlock this feature you get a partner creature. pre-built stat block for a magical creature u can call out as an action and command as a bonus action for an hour. Only one creature can be active at a time to start eventually you can have two active at once. You can use this ability 1 per day for free and use a spell slot to activate it after that. you can capture other magical creature and call them into your service at will after that using an unoccupied orb. you can release creatures from an orb as an bonus action and attempt to capture one as an action (but not the starting partner). The capture can be a spell save against your spell save DC (have a curated list of creatures that can be caught). Other features could be you share power from your partner creature that changed your expanded spell lists, You get a flat bonus to damage of all spells cast through your orbs equal to your int mod of a damage type decided by your partner creature. The idea is with a magical creature active and using your boosted spells and bonus action damage from your creatures add in a concentration spell and boom Pokemon trainer artificer. Ideas for partner creatures; creature of thunder and lightning (thunder and lighting damage expanded spell list), creature of fire and light (fire and radiant expanded spell list), creature of the cold dark (cold and necrotic expanded spell list), creature of venomous nature(acid and poison expanded spells list), creature of the psionic mind (psychic and force expanded spell list). the damage types of the expanded spell list is also the possible options for extra damage on spells. obviously the magical creatures should each get a unique ability and damage action to take as commanded by your bonus action. at higher levels maybe the creature gives a buff to you or any allies within 10ft of it. obviously this partner creature should scale with level as with the relative power of catch-able creatures. finally when the creature dies in returns to your orb and can be healed and recalled with one action and spell slot. this might go without saying but expanded spell lists should be able to be changed when u gain a level int his class like other expanded spell list in more recent subclasses
This gives both classes individuality from the themes of beast-master ranger and paladin as well as filling roles similar to them and giving the artificer is own place among the other classes of D&D that feels more unique as well as magic enhanced but not gifted like sorcerers or wizards.
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.)
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.)
when you have access to tinkers tools, you can cast Mending and Identify but it doesn't count against the number of spells known. You can cast Identify by either using a spell slot or as a ritual
I also like how they make it so that Artificers can only replicate existing magic items they have encountered. It gives the DM tighter control of what magic items are in the campaign.
As for the Artificer being a 3/4 caster, the fact that they are the only half-caster where you round up and not down to determine available spell slots makes them unique already. Artificers have a broader bag of tricks than spell casting and most of their damage are determined by their sub-class abilities. Leaving them as half-caster is good enough.
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.)
when you have access to tinkers tools, you can cast Mending and Identify but it doesn't count against the number of spells known. You can cast Identify by either using a spell slot or as a ritual
I also like how they make it so that Artificers can only replicate existing magic items they have encountered. It gives the DM tighter control of what magic items are in the campaign.
As for the Artificer being a 3/4 caster, the fact that they are the only half-caster where you round up and not down to determine available spell slots makes them unique already. Artificers have a broader bag of tricks than spell casting and most of their damage are determined by their sub-class abilities. Leaving them as half-caster is good enough.
I like the Alternate Artificer Homebrew idea. I don't think anyone is going to think Mending or Identify are OP.
That being said, part of my issue with the Artificer (this comes from ONLY running the Battlesmith, mind you) is that D&D has no formal crafting system for magic items. One of the Artificer features, to reduce the cost and crafting time, doesn't give any details as to what they're basing those numbers on. The crafting guidelines, such as they are, are very loose and in many places contradictory. Magical Tinkering is a terrible trait and even if you manage to find something useful to do with it, it doesn't scale at all. The Infusion system isn't bad but why on earth is the system as clunky as it is now? I can KNOW 4 but only two can be active? HUH? Why not just say I can have Infusions active equal to my PB? Why do I have to 'learn' them?
IMHO the Artificer should be engineering his way or crafting his way out of trouble instead of merely casting spells.
I apologize if this was mentioned (there are 4 pages in this thread):
How about an artificer specializing in creating tattoos with magical effects? The tattoo artist.
That would be one of the neatest options, by far.
Calligraphers Tools or Painter’s Supplies could be their spellcasting implement.
They could prepare a number of “designs” that bestow beneficial effects per long rest; gaining the ability to “modify” their designs when they finish a long rest, or a minimum of one when they finish a short rest.
These “designs” could range from granting advantage on certain ability checks…flower designs for Charisma checks, words of wisdom for Wisdom checks, etc…to benefits for combat, such as granting a permanent “Mage Armor” or resistance to certain types of damage based on the tattoo design (fire, lightning, etc…)
At higher levels, perhaps they are able to gain access to some of the more potent tattoo options as shown in “Tasha’s Cauldron”.
I apologize if this was mentioned (there are 4 pages in this thread):
How about an artificer specializing in creating tattoos with magical effects? The tattoo artist.
That would be one of the neatest options, by far.
Calligraphers Tools or Painter’s Supplies could be their spellcasting implement.
They could prepare a number of “designs” that bestow beneficial effects per long rest; gaining the ability to “modify” their designs when they finish a long rest, or a minimum of one when they finish a short rest.
These “designs” could range from granting advantage on certain ability checks…flower designs for Charisma checks, words of wisdom for Wisdom checks, etc…to benefits for combat, such as granting a permanent “Mage Armor” or resistance to certain types of damage based on the tattoo design (fire, lightning, etc…)
At higher levels, perhaps they are able to gain access to some of the more potent tattoo options as shown in “Tasha’s Cauldron”.
This looks like a really cool idea and can be balanced by having the more powerful tats having a duration of a week or a month or something.
How about an artificer specializing in creating tattoos with magical effects? The tattoo artist.
That would be one of the neatest options, by far.
Ooh, how about if it enabled the ability to infuse creatures in the same way an Artificer can normally infuse items? e.g- you could place a chest tattoo on a creature to grant an armor infusion (when unarmored), or infuse a creature's hands/forearms to infuse their unarmed strikes and so-on?
At higher levels you might gain the ability to place more infusions on a creature (similar to Armorer with their arcane armor)? It would be interesting in that you'd end up with an Artificer where the less gear your party has, the more you can infuse them.
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The only other new artficer subclass I can think of would be a psionic/psychic version that can empower minds. Think telepathy, telekinesis, and charm, illusion, and divination type abilities. You could even do something different with familiars (maybe they are smarter and/or can talk or are telepathic). You could even make this a psionic version of tattoo artist or even item related, but isn't necessary.
The only other new artficer subclass I can think of would be a psionic/psychic version that can empower minds. Think telepathy, telekinesis, and charm, illusion, and divination type abilities. You could even do something different with familiars (maybe they are smarter and/or can talk or are telepathic). You could even make this a psionic version of tattoo artist or even item related, but isn't necessary.
Given that the artificer class is all about magitech effects, I really don't see a psychic/psionic subclass as actually making sense for them.
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Not sure if this is the best place for them, but I did have a few homebrew ideas for Artificer Subclasses that Ill put in some spoiler tags below if they're of any interest to anyone
Culinarian (aka, cook, brewer, chef, etc)
Most artificers spend their lives trying to construct a grand work which will stand for generations. For culinarians, satisfaction comes from carefully crafting the most nutritious and delicious food and drink for themselves and their companions. Creating such masterworks often require rare ingredients that must be sought and hunted from beyond the edge of civilization.
Culinarian Spells
Starting at 3rd level, you always have certain spells prepared after you reach certain levels in this class. These spells count as Artificer spells for you but do not count against your number of spells known.
Artificer Level
Spells
3rd
Goodberry, Hail of Thorns
5th
Gentle Repose, Locate Animals or Plants
9th
Conjure Barrage, Create Food and Water
14th
Aura of Life, Dominate Beast
17th
Commune with Nature, Conjure Volley
Tools of the Trade
When you choose this school at 3rd level, you gain proficiency in Cook’s Utensils or Brewer’s Supplies (your choice) and can use the chosen tool as a spellcasting focus for casting your artificer spells.
Hunter Gatherer
Also at 3rd level, you have a distinct eye for tracking and procuring ingredients. You gain proficiency in the Survival skill. You also gain proficiency with martial ranged weapons.
Nature’s Gifts
You are able to quickly prepare empowering meals to strengthen and revitalize your allies. Starting at 3rd level, whenever you or any friendly creatures regain hit points at the end of the short rest by spending one or more Hit Dice, each such creature regains an extra 1d4 hit points.
If you complete this rest in a natural environment, you can forage up extra components from your surroundings as part of the meal, granting additional benefits to any creature who regains hit points from this feature. The benefit depends on which type of environment you complete the rest in.
Arctic. You have advantage on saving throws against extreme cold
Coast. You gain a swim speed equal to your walking speed.
Desert. You have advantage on saving throws against extreme heat.
Forest. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Grassland. You gain 1d4 temporary hit points.
Mountain. You gain a climbing speed equal to your walking speed. You’re also acclimated to high altitude, including elevations above 20,000 feet.
Swamp. You have advantage on saving throws against poison and disease
Underdark. You gain darkvision out to a range of 30 feet. If you already have darkvision, it is extended by 30 feet.
This benefit lasts until the creature completes a long rest or regains hit points from this feature again.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Exotic Gifts
Starting at 9th level, creatures which benefit from your Nature’s Gifts feature regain 2d4 extra hit points instead of 1d4. Additionally, if you have the corpse of a creature which has been dead for no more than 24 hours (or which is under the effect of a Gentle Repose spell), you can prepare it as part of your meal provided it is not a construct, elemental, humanoid, or undead. Choose one sense, speed, or trait belonging to it, which cannot be Legendary Resistance or any which grants access to additional actions. Any ally who regains hit points from your Nature’s Gift feature also gains that sense or trait, which lasts until it completes a long rest or benefits from this feature again.
For example, if you have the body of a Brown Bear, each creature which regains hit points could gain the Keen Smell trait. If you have the body of a Shambling Mound, each creature could gain a swim speed of 20 feet or its Lightning Absorption trait. A creature's corpse is reduced to nothing after being used for this feature.
Feast of Champions
You can assemble the finest ingredients to bolster those who consume your creations. At 15th level, while holding your Cook’s Utensils or Brewer’s Supplies, you can cast Heroes' Feast using this feature, without providing the material component. When cast this way, you can add your Intelligence modifier to the amount of additional hit points granted by the spell. After you have cast the spell this way, you cannot do so again for 1d4 days.
Designer (aka weaver, tailor, etc)
Artisans skilled with the needle and thread are renowned for their ability to form a beautiful tapestry out of seemingly simple strings. Some artificers have extended this ideology to recognizing how each tiny, magical thread contributes to the grand Weave of the multiverse. Those that follow the designer specialty learn how to alter the weave through these individual threads.
Designer Spells
Starting at 3rd level, you always have certain spells prepared after you reach certain levels in this class. These spells count as Artificer spells for you but do not count against your number of spells known.
Artificer Level
Spells
3rd
Entangle, Mage Armor
5th
Nystul’s Magic Aura, Web
9th
Counterspell, Slow
14th
Aura of Life, Grasping Vine
17th
Circle of Power , Hallow
Tools of the Trade
When you choose this school at 3rd level, you gain proficiency in Weaver’s Tools and can use weaver’s tools as a spellcasting focus for casting your artificer spells.
Woven Armor
At 3rd level, you are able to weave magical threads into armor. When you cast Mage Armor, you can choose to apply one of your known infusions to the magical armor, provided the infusion requires a suit of armor as a prerequisite. Applying the infusion this way does not count against the number of infusions you can apply each day, and the target of the spell can ignore any attunement requirements of the infusion. The infusion lasts for the duration of the spell and ends early if you use this feature again.
Pluck the Thread
Also at 3rd level, when a creature (including yourself) that you can see within 30 feet casts a spell, you can use your reaction to tug at the magical threads around you to make one of the following changes to the spell’s effect:
Roll 1d10. The first time the spell deals damage or restores hit points, you can choose to either add or subtract the rolled value from the total.
Roll 1d4. The first time a creature must make a saving throw against the effects of the spell, you can choose to either add or subtract the value rolled from its saving throw.
The spell is cast originating from your space instead of the caster’s, provided the original caster is willing.
You can use this feature a number of times equal to your Intelligence modifier, and regain all expended uses after finishing a short or long rest.
Area Alteration
Beginning at 5th level, your interaction with the threads of the weave allow you to readily alter the spell’s you cast. Whenever you cast an Artificer spell which produces one of the following areas of effect, you can choose to alter it to one of the other shapes available: Cone, Cube, Cylinder, Line, or Sphere. You choose the dimensions of the new shape but the new area of effect cannot occupy a total space larger than the original. When altered this way, each dimension can be no smaller than 5 feet and no longer than 100 feet. For example, a spell which creates an effect in a 20-foot radius Sphere could be changed to a 50-foot Cone.
Tailored Spells
At 9th level, you have a distinct touch for altering the magical threads surrounding individuals. You can cast Alter Self, Enhance Ability, and Invisibility without expending a spell slot, without preparing the spell, and without providing the material component, provided you use weaver’s tools as the spellcasting focus. Once you cast any of these spells with this feature, you can't cast that spell with it again until you finish a long rest.
Pull the Weave
When you reach 15th level, you put forth a stronger influence on the magic around you. You gain the following improvements to your Pluck the Thread feature
The range of the feature extends to creatures you can see within 60 feet of you.
You roll 2d10 instead of 1d10 when altering the damage dealt (or healing provided) by a spell
You roll 2d4 instead of 1d4 when altering a creature’s saving throw.
Dread Forger ("evil" subclass option based roughly off of the Forgemasters from the Castlevania series)
Dread Forgers are craftsmen who work in raising creatures from the dead and constructing hellish servants. Given the nature of their work, these artificers are usually drawn into the service of Liches, Vampire Lords, and other masters of undeath who can provide them the materials they need for their work
Dread Forger Spells
Starting at 3rd level, you always have certain spells prepared after you reach certain levels in this class. These spells count as Artificer spells for you but do not count against your number of spells (or cantrips) known.
Artificer Level
Spells
3rd
Inflict Wounds, Hellish Rebuke
5th
Prayer of Healing, Summon Beast**
9th
Mass Healing Word, Summon Undead**
14th
Shadow of Moil*, Summon Aberration**
17th
Negative Energy Flood*, Raise Dead
*Spell found in Xanathar’s Guide to Everything
**Spell found in Tasha’s Cauldron of Everything
Graverobber’s Tools
When you choose this specialization at 3rd level, you are able to empower an object with necrotic energy for forging the souls of the forgotten. When you finish a long rest, you can select either a set of tools which you are proficient in or one item bearing one of your infusions to empower this way, with the object granting the following benefits while you wear or carry it:
You can cast the Chill Touch cantrip.
When you cast a spell which deals necrotic damage, you can treat values of 1 rolled on the damage dice as 2 instead.
If the object is a weapon, once per turn when you hit a creature with an attack using it you can deal additional 1d8 necrotic damage to the target as part of the attack. You can deal this additional damage a number of times equal to your Intelligence modifier, regaining all uses following a long rest.
You can only have one object acting as your tools of the grave at a time. When you empower a new object as part of a long rest, the previous object immediately loses the benefits of this feature.
Crafted Summoning Your experience working with cadavers allows you to warp and shape them into servants of your choosing.Starting at 5th level, while holding your Graverobber’s Tools and within 30 feet of a body which has been dead for no more than 24 hours, you can use the body in place of the material component for casting an Artificer spell which has the effect of summoning a creature. The creature summoned this way is treated as an undead or fiend (your choice) in place of the type listed in its stat block. The summoned creature gains temporary hit points equal to three times your Intelligence modifier when cast this way.
Cursed Artifacts
You are able to bestow the powers of your infusions to others quickly, but it imparts a great cost. Also at 5th level, as an action you can choose a nonmagical object which is worn or carried by another creature that you can see within 30 feet and apply one of your known infusions to it. The targeted object must be of the appropriate type for the chosen infusion, and this infusion does not count against the number you can apply each day. A creature that is not willing to have its object infused this way can make a Wisdom saving throw, resisting the effect on a success.
While this infusion is applied, the creature cannot willingly part with the object, and it gains one of the effects of the Bestow Curse spell (your choice). The creature is aware that it is affected by this curse. The effect of the infusion, and the associated curse, lasts for up to 1 hour but ends early if you are incapacitated or choose to end it early as a bonus action. The effects also end early if you use this feature again.
You can use this feature a number of times equal to your Intelligence modifier, and regain all expended uses following a long rest.
Life unto Death
Starting at 9th level, when you reduce a creature to 0 hit points you can use your reaction to create a pool of 2d6 temporary hit points which are immediately divided between yourself and any undead or fiends of your choice within 10 feet of you.
Additionally, when you cast an Artificer spell which restores hit points, you can ignore any part of the spell which prevents it from targeting undead.
Army of Darkness
At 15th level, after using your Crafted Summoning feature, you can choose to bind the summoned creature permanently to your current plane of existence under your service. When you do so, the spell’s duration for that creature is extended to last until dispelled, and it does not require concentration. The spell’s effect also ends early if the creature is killed or you are killed.
Once you bind a creature this way, you cannot do so again until you finish a long rest. You can have more than one creature bound this way at once; however, the total for the spells’ levels across all bound creatures cannot exceed 6th level. For example, you could have one bound creature summoned at 5th level, two bound creatures summoned at 3rd level, or three bound creatures summoned at 2nd level. A bound creature dies if it leaves the plane of existence it was summoned on.
Siege Engineer
Siege Engineer Spells
Starting at 3rd level, you always have certain spells prepared after you reach certain levels in this class. These spells count as Artificer spells for you but do not count against your number of spells (or cantrips) known.
Artificer Level
Spells
3rd
Catapult*, Snare*
5th
Knock, Shatter
9th
Melf’s Minute Meteors*, Wall of Water
14th
Otiluke’s Resilient Sphere, Stone Shape
17th
Destructive Wave, Passwall
*Spell found in Xanathar’s Guide to Everything
Tools of the Trade
When you choose this specialization at 3rd level, you gain proficiency in heavy armor. You also gain proficiency with mason's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Besieging Magic
Also at 3rd level, you learn the Mold Earth and Magic Stone cantrips which do not count against the number of cantrips you know. When you cast either of these spells, you can modify their casting in the following ways.
Quick Cover: When you cast Mold Earth, as a non-instantaneous effect you can elect to form the loose earth or stone into a small barrier instead of one of the other listed effects. This wall is 5 feet wide and is large enough to provide cover, but does not block line of sight or movement. This cover provides a bonus to a creature’s AC and Dexterity saving throws equal to half your Intelligence modifier (rounded up).
Heavy Artillery: When you cast Magic Stone, each of the pebbles are empowered to destroy defenses. Each pebble deals additional damage equal to your Intelligence modifier. These pebbles also deal double damage to objects.
Fell Defenses
At 5th level, when you damage a creature with an attack or an Artificer spell, you can use your reaction to reduce the target’s AC by an amount equal to your Intelligence modifier until the start of your next turn. If an attack or effect damages multiple creatures, you choose one from among those targeted to be affected by this feature.
Improved Besieging Magic
Starting at 9th level, you gain the following improvements:
Quick Cover: Each time you use this option, you can create up to two walls within 10 feet of each other. Both walls are treated as part of the same non-instantaneous effect.
Heavy Artillery: A creature hit by one of the stones must succeed on a Strength saving throw or be knocked prone
Additionally, any spell you cast from the Evocation school of magic which targets creatures can also target objects, if the spell is not already capable of doing so.
Martyrdom
At 15th level, whenever you are reduced to 0 hit points but not killed outright, you can choose to erupt in a fiery blast (no action required). Each creature other than you within 10 feet of you must make a Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much on a successful one. For each creature reduced to 0 hit points by this effect you gain one successful death save.
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Not sure if this is the best place for them, but I did have a few homebrew ideas for Artificer Subclasses that Ill put in some spoiler tags below if they're of any interest to anyone
Culinarian (aka, cook, brewer, chef, etc)
Most artificers spend their lives trying to construct a grand work which will stand for generations. For culinarians, satisfaction comes from carefully crafting the most nutritious and delicious food and drink for themselves and their companions. Creating such masterworks often require rare ingredients that must be sought and hunted from beyond the edge of civilization.
Culinarian Spells
Starting at 3rd level, you always have certain spells prepared after you reach certain levels in this class. These spells count as Artificer spells for you but do not count against your number of spells known.
Artificer Level
Spells
3rd
Goodberry, Hail of Thorns
5th
Gentle Repose, Locate Animals or Plants
9th
Conjure Barrage, Create Food and Water
14th
Aura of Life, Dominate Beast
17th
Commune with Nature, Conjure Volley
Tools of the Trade
When you choose this school at 3rd level, you gain proficiency in Cook’s Utensils or Brewer’s Supplies (your choice) and can use the chosen tool as a spellcasting focus for casting your artificer spells.
Hunter Gatherer
Also at 3rd level, you have a distinct eye for tracking and procuring ingredients. You gain proficiency in the Survival skill. You also gain proficiency with martial ranged weapons.
Nature’s Gifts
You are able to quickly prepare empowering meals to strengthen and revitalize your allies. Starting at 3rd level, whenever you or any friendly creatures regain hit points at the end of the short rest by spending one or more Hit Dice, each such creature regains an extra 1d4 hit points.
If you complete this rest in a natural environment, you can forage up extra components from your surroundings as part of the meal, granting additional benefits to any creature who regains hit points from this feature. The benefit depends on which type of environment you complete the rest in.
Arctic. You have advantage on saving throws against extreme cold
Coast. You gain a swim speed equal to your walking speed.
Desert. You have advantage on saving throws against extreme heat.
Forest. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Grassland. You gain 1d4 temporary hit points.
Mountain. You gain a climbing speed equal to your walking speed. You’re also acclimated to high altitude, including elevations above 20,000 feet.
Swamp. You have advantage on saving throws against poison and disease
Underdark. You gain darkvision out to a range of 30 feet. If you already have darkvision, it is extended by 30 feet.
This benefit lasts until the creature completes a long rest or regains hit points from this feature again.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Exotic Gifts
Starting at 9th level, creatures which benefit from your Nature’s Gifts feature regain 2d4 extra hit points instead of 1d4. Additionally, if you have the corpse of a creature which has been dead for no more than 24 hours (or which is under the effect of a Gentle Repose spell), you can prepare it as part of your meal provided it is not a construct, elemental, humanoid, or undead. Choose one sense, speed, or trait belonging to it, which cannot be Legendary Resistance or any which grants access to additional actions. Any ally who regains hit points from your Nature’s Gift feature also gains that sense or trait, which lasts until it completes a long rest or benefits from this feature again.
For example, if you have the body of a Brown Bear, each creature which regains hit points could gain the Keen Smell trait. If you have the body of a Shambling Mound, each creature could gain a swim speed of 20 feet or its Lightning Absorption trait. A creature's corpse is reduced to nothing after being used for this feature.
Feast of Champions
You can assemble the finest ingredients to bolster those who consume your creations. At 15th level, while holding your Cook’s Utensils or Brewer’s Supplies, you can cast Heroes' Feast using this feature, without providing the material component. When cast this way, you can add your Intelligence modifier to the amount of additional hit points granted by the spell. After you have cast the spell this way, you cannot do so again for 1d4 days.
Designer (aka weaver, tailor, etc)
Artisans skilled with the needle and thread are renowned for their ability to form a beautiful tapestry out of seemingly simple strings. Some artificers have extended this ideology to recognizing how each tiny, magical thread contributes to the grand Weave of the multiverse. Those that follow the designer specialty learn how to alter the weave through these individual threads.
Designer Spells
Starting at 3rd level, you always have certain spells prepared after you reach certain levels in this class. These spells count as Artificer spells for you but do not count against your number of spells known.
Artificer Level
Spells
3rd
Entangle, Mage Armor
5th
Nystul’s Magic Aura, Web
9th
Counterspell, Slow
14th
Aura of Life, Grasping Vine
17th
Circle of Power , Hallow
Tools of the Trade
When you choose this school at 3rd level, you gain proficiency in Weaver’s Tools and can use weaver’s tools as a spellcasting focus for casting your artificer spells.
Woven Armor
At 3rd level, you are able to weave magical threads into armor. When you cast Mage Armor, you can choose to apply one of your known infusions to the magical armor, provided the infusion requires a suit of armor as a prerequisite. Applying the infusion this way does not count against the number of infusions you can apply each day, and the target of the spell can ignore any attunement requirements of the infusion. The infusion lasts for the duration of the spell and ends early if you use this feature again.
Pluck the Thread
Also at 3rd level, when a creature (including yourself) that you can see within 30 feet casts a spell, you can use your reaction to tug at the magical threads around you to make one of the following changes to the spell’s effect:
Roll 1d10. The first time the spell deals damage or restores hit points, you can choose to either add or subtract the rolled value from the total.
Roll 1d4. The first time a creature must make a saving throw against the effects of the spell, you can choose to either add or subtract the value rolled from its saving throw.
The spell is cast originating from your space instead of the caster’s, provided the original caster is willing.
You can use this feature a number of times equal to your Intelligence modifier, and regain all expended uses after finishing a short or long rest.
Area Alteration
Beginning at 5th level, your interaction with the threads of the weave allow you to readily alter the spell’s you cast. Whenever you cast an Artificer spell which produces one of the following areas of effect, you can choose to alter it to one of the other shapes available: Cone, Cube, Cylinder, Line, or Sphere. You choose the dimensions of the new shape but the new area of effect cannot occupy a total space larger than the original. When altered this way, each dimension can be no smaller than 5 feet and no longer than 100 feet. For example, a spell which creates an effect in a 20-foot radius Sphere could be changed to a 50-foot Cone.
Tailored Spells
At 9th level, you have a distinct touch for altering the magical threads surrounding individuals. You can cast Alter Self, Enhance Ability, and Invisibility without expending a spell slot, without preparing the spell, and without providing the material component, provided you use weaver’s tools as the spellcasting focus. Once you cast any of these spells with this feature, you can't cast that spell with it again until you finish a long rest.
Pull the Weave
When you reach 15th level, you put forth a stronger influence on the magic around you. You gain the following improvements to your Pluck the Thread feature
The range of the feature extends to creatures you can see within 60 feet of you.
You roll 2d10 instead of 1d10 when altering the damage dealt (or healing provided) by a spell
You roll 2d4 instead of 1d4 when altering a creature’s saving throw.
Dread Forger ("evil" subclass option based roughly off of the Forgemasters from the Castlevania series)
Dread Forgers are craftsmen who work in raising creatures from the dead and constructing hellish servants. Given the nature of their work, these artificers are usually drawn into the service of Liches, Vampire Lords, and other masters of undeath who can provide them the materials they need for their work
Dread Forger Spells
Starting at 3rd level, you always have certain spells prepared after you reach certain levels in this class. These spells count as Artificer spells for you but do not count against your number of spells (or cantrips) known.
Artificer Level
Spells
3rd
Inflict Wounds, Hellish Rebuke
5th
Prayer of Healing, Summon Beast**
9th
Mass Healing Word, Summon Undead**
14th
Shadow of Moil*, Summon Aberration**
17th
Negative Energy Flood*, Raise Dead
*Spell found in Xanathar’s Guide to Everything
**Spell found in Tasha’s Cauldron of Everything
Graverobber’s Tools
When you choose this specialization at 3rd level, you are able to empower an object with necrotic energy for forging the souls of the forgotten. When you finish a long rest, you can select either a set of tools which you are proficient in or one item bearing one of your infusions to empower this way, with the object granting the following benefits while you wear or carry it:
You can cast the Chill Touch cantrip.
When you cast a spell which deals necrotic damage, you can treat values of 1 rolled on the damage dice as 2 instead.
If the object is a weapon, once per turn when you hit a creature with an attack using it you can deal additional 1d8 necrotic damage to the target as part of the attack. You can deal this additional damage a number of times equal to your Intelligence modifier, regaining all uses following a long rest.
You can only have one object acting as your tools of the grave at a time. When you empower a new object as part of a long rest, the previous object immediately loses the benefits of this feature.
Crafted Summoning Your experience working with cadavers allows you to warp and shape them into servants of your choosing.Starting at 5th level, while holding your Graverobber’s Tools and within 30 feet of a body which has been dead for no more than 24 hours, you can use the body in place of the material component for casting an Artificer spell which has the effect of summoning a creature. The creature summoned this way is treated as an undead or fiend (your choice) in place of the type listed in its stat block. The summoned creature gains temporary hit points equal to three times your Intelligence modifier when cast this way.
Cursed Artifacts
You are able to bestow the powers of your infusions to others quickly, but it imparts a great cost. Also at 5th level, as an action you can choose a nonmagical object which is worn or carried by another creature that you can see within 30 feet and apply one of your known infusions to it. The targeted object must be of the appropriate type for the chosen infusion, and this infusion does not count against the number you can apply each day. A creature that is not willing to have its object infused this way can make a Wisdom saving throw, resisting the effect on a success.
While this infusion is applied, the creature cannot willingly part with the object, and it gains one of the effects of the Bestow Curse spell (your choice). The creature is aware that it is affected by this curse. The effect of the infusion, and the associated curse, lasts for up to 1 hour but ends early if you are incapacitated or choose to end it early as a bonus action. The effects also end early if you use this feature again.
You can use this feature a number of times equal to your Intelligence modifier, and regain all expended uses following a long rest.
Life unto Death
Starting at 9th level, when you reduce a creature to 0 hit points you can use your reaction to create a pool of 2d6 temporary hit points which are immediately divided between yourself and any undead or fiends of your choice within 10 feet of you.
Additionally, when you cast an Artificer spell which restores hit points, you can ignore any part of the spell which prevents it from targeting undead.
Army of Darkness
At 15th level, after using your Crafted Summoning feature, you can choose to bind the summoned creature permanently to your current plane of existence under your service. When you do so, the spell’s duration for that creature is extended to last until dispelled, and it does not require concentration. The spell’s effect also ends early if the creature is killed or you are killed.
Once you bind a creature this way, you cannot do so again until you finish a long rest. You can have more than one creature bound this way at once; however, the total for the spells’ levels across all bound creatures cannot exceed 6th level. For example, you could have one bound creature summoned at 5th level, two bound creatures summoned at 3rd level, or three bound creatures summoned at 2nd level. A bound creature dies if it leaves the plane of existence it was summoned on.
Siege Engineer
Siege Engineer Spells
Starting at 3rd level, you always have certain spells prepared after you reach certain levels in this class. These spells count as Artificer spells for you but do not count against your number of spells (or cantrips) known.
Artificer Level
Spells
3rd
Catapult*, Snare*
5th
Knock, Shatter
9th
Melf’s Minute Meteors*, Wall of Water
14th
Otiluke’s Resilient Sphere, Stone Shape
17th
Destructive Wave, Passwall
*Spell found in Xanathar’s Guide to Everything
Tools of the Trade
When you choose this specialization at 3rd level, you gain proficiency in heavy armor. You also gain proficiency with mason's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Besieging Magic
Also at 3rd level, you learn the Mold Earth and Magic Stone cantrips which do not count against the number of cantrips you know. When you cast either of these spells, you can modify their casting in the following ways.
Quick Cover: When you cast Mold Earth, as a non-instantaneous effect you can elect to form the loose earth or stone into a small barrier instead of one of the other listed effects. This wall is 5 feet wide and is large enough to provide cover, but does not block line of sight or movement. This cover provides a bonus to a creature’s AC and Dexterity saving throws equal to half your Intelligence modifier (rounded up).
Heavy Artillery: When you cast Magic Stone, each of the pebbles are empowered to destroy defenses. Each pebble deals additional damage equal to your Intelligence modifier. These pebbles also deal double damage to objects.
Fell Defenses
At 5th level, when you damage a creature with an attack or an Artificer spell, you can use your reaction to reduce the target’s AC by an amount equal to your Intelligence modifier until the start of your next turn. If an attack or effect damages multiple creatures, you choose one from among those targeted to be affected by this feature.
Improved Besieging Magic
Starting at 9th level, you gain the following improvements:
Quick Cover: Each time you use this option, you can create up to two walls within 10 feet of each other. Both walls are treated as part of the same non-instantaneous effect.
Heavy Artillery: A creature hit by one of the stones must succeed on a Strength saving throw or be knocked prone
Additionally, any spell you cast from the Evocation school of magic which targets creatures can also target objects, if the spell is not already capable of doing so.
Martyrdom
At 15th level, whenever you are reduced to 0 hit points but not killed outright, you can choose to erupt in a fiery blast (no action required). Each creature other than you within 10 feet of you must make a Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much on a successful one. For each creature reduced to 0 hit points by this effect you gain one successful death save.
I was thinking something like designer, but jewelry designer (jeweler).
The only other new artficer subclass I can think of would be a psionic/psychic version that can empower minds. Think telepathy, telekinesis, and charm, illusion, and divination type abilities. You could even do something different with familiars (maybe they are smarter and/or can talk or are telepathic). You could even make this a psionic version of tattoo artist or even item related, but isn't necessary.
Given that the artificer class is all about magitech effects, I really don't see a psychic/psionic subclass as actually making sense for them.
Artificer's don't have to be pigeonholed into the tinkerer/inventor archetype. The Weaveblade I made is a power of the mind/intellect to use most of the abilities Foodgeek mentions.
Given that the artificer class is all about magitech effects, I really don't see a psychic/psionic subclass as actually making sense for them.
Artificer's don't have to be pigeonholed into the tinkerer/inventor archetype. The Weaveblade I made is a power of the mind/intellect to use most of the abilities Foodgeek mentions.
Yeah I think a fully psionic Artificer can still fit the theme; you're just changing the nature of the inventions, e.g- instead of mechanical gadgetry or ordinary enchantment you could be inscribing runes or inventing devices that allow your mental energy to achieve the same basic effect(s).
Artificer as a class even explicitly encourages you to theme every spell you cast etc., though the Magic of Artifice box is more focused on traditional tools… is the not not also a tool? 😄
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.
* Constructor : This subclass should be focused in building barracks, fortifications or any type of settlement, not including houses, castles, churches, temples or towers. ( those should be allowed to be build in further levels ).
* Nature keeper : This subclass should be focused in taking as many knowledge as he/she could to help regrowing , planting, keeping plants, trees or any type of herbal being from the zone or county he/she is. (( being a demi-Druid without getting the features that class offers is a nice option, huh ?? ))
* Constructor : This subclass should be focused in building barracks, fortifications or any type of settlement, not including houses, castles, churches, temples or towers. ( those should be allowed to be build in further levels ).
I don't actually play Fortnite, but that sounds like a Fortnite character at least in terms of being able to instantaneously construct structures in the midst of battle as a form of battlefield control.
So my last comment was mostly about changing a subclass theme and giving it more individuality, if we stay with making those changes to battle smith to give it a psionic feel rather than techno paladin/techno beast-master and become the true Jedi like subclass of D&D. Then i would say we can then recapture the theme of an artificer pet master with a Pokemon trainer feel to a class.
Lets say the main subclass feature is you can create 3 magical creature capture orbs that eventually scales up to 6 orbs. When u unlock this feature you get a partner creature. pre-built stat block for a magical creature u can call out as an action and command as a bonus action for an hour. Only one creature can be active at a time to start eventually you can have two active at once. You can use this ability 1 per day for free and use a spell slot to activate it after that. you can capture other magical creature and call them into your service at will after that using an unoccupied orb. you can release creatures from an orb as an bonus action and attempt to capture one as an action (but not the starting partner). The capture can be a spell save against your spell save DC (have a curated list of creatures that can be caught). Other features could be you share power from your partner creature that changed your expanded spell lists, You get a flat bonus to damage of all spells cast through your orbs equal to your int mod of a damage type decided by your partner creature. The idea is with a magical creature active and using your boosted spells and bonus action damage from your creatures add in a concentration spell and boom Pokemon trainer artificer. Ideas for partner creatures; creature of thunder and lightning (thunder and lighting damage expanded spell list), creature of fire and light (fire and radiant expanded spell list), creature of the cold dark (cold and necrotic expanded spell list), creature of venomous nature(acid and poison expanded spells list), creature of the psionic mind (psychic and force expanded spell list). the damage types of the expanded spell list is also the possible options for extra damage on spells. obviously the magical creatures should each get a unique ability and damage action to take as commanded by your bonus action. at higher levels maybe the creature gives a buff to you or any allies within 10ft of it. obviously this partner creature should scale with level as with the relative power of catch-able creatures. finally when the creature dies in returns to your orb and can be healed and recalled with one action and spell slot. this might go without saying but expanded spell lists should be able to be changed when u gain a level int his class like other expanded spell list in more recent subclasses
This gives both classes individuality from the themes of beast-master ranger and paladin as well as filling roles similar to them and giving the artificer is own place among the other classes of D&D that feels more unique as well as magic enhanced but not gifted like sorcerers or wizards.
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 how LaserLlama did it with their Alternate Artificer homebrew:
when you have access to tinkers tools, you can cast Mending and Identify but it doesn't count against the number of spells known. You can cast Identify by either using a spell slot or as a ritual
I also like how they make it so that Artificers can only replicate existing magic items they have encountered. It gives the DM tighter control of what magic items are in the campaign.
As for the Artificer being a 3/4 caster, the fact that they are the only half-caster where you round up and not down to determine available spell slots makes them unique already. Artificers have a broader bag of tricks than spell casting and most of their damage are determined by their sub-class abilities. Leaving them as half-caster is good enough.
I like the Alternate Artificer Homebrew idea. I don't think anyone is going to think Mending or Identify are OP.
That being said, part of my issue with the Artificer (this comes from ONLY running the Battlesmith, mind you) is that D&D has no formal crafting system for magic items. One of the Artificer features, to reduce the cost and crafting time, doesn't give any details as to what they're basing those numbers on. The crafting guidelines, such as they are, are very loose and in many places contradictory. Magical Tinkering is a terrible trait and even if you manage to find something useful to do with it, it doesn't scale at all. The Infusion system isn't bad but why on earth is the system as clunky as it is now? I can KNOW 4 but only two can be active? HUH? Why not just say I can have Infusions active equal to my PB? Why do I have to 'learn' them?
IMHO the Artificer should be engineering his way or crafting his way out of trouble instead of merely casting spells.
I apologize if this was mentioned (there are 4 pages in this thread):
How about an artificer specializing in creating tattoos with magical effects? The tattoo artist.
Food, Scifi/fantasy, anime, DND 5E and OSR geek.
That would be one of the neatest options, by far.
Calligraphers Tools or Painter’s Supplies could be their spellcasting implement.
They could prepare a number of “designs” that bestow beneficial effects per long rest; gaining the ability to “modify” their designs when they finish a long rest, or a minimum of one when they finish a short rest.
These “designs” could range from granting advantage on certain ability checks…flower designs for Charisma checks, words of wisdom for Wisdom checks, etc…to benefits for combat, such as granting a permanent “Mage Armor” or resistance to certain types of damage based on the tattoo design (fire, lightning, etc…)
At higher levels, perhaps they are able to gain access to some of the more potent tattoo options as shown in “Tasha’s Cauldron”.
This looks like a really cool idea and can be balanced by having the more powerful tats having a duration of a week or a month or something.
Ooh, how about if it enabled the ability to infuse creatures in the same way an Artificer can normally infuse items? e.g- you could place a chest tattoo on a creature to grant an armor infusion (when unarmored), or infuse a creature's hands/forearms to infuse their unarmed strikes and so-on?
At higher levels you might gain the ability to place more infusions on a creature (similar to Armorer with their arcane armor)? It would be interesting in that you'd end up with an Artificer where the less gear your party has, the more you can infuse them.
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.
The only other new artficer subclass I can think of would be a psionic/psychic version that can empower minds. Think telepathy, telekinesis, and charm, illusion, and divination type abilities. You could even do something different with familiars (maybe they are smarter and/or can talk or are telepathic). You could even make this a psionic version of tattoo artist or even item related, but isn't necessary.
Food, Scifi/fantasy, anime, DND 5E and OSR geek.
Given that the artificer class is all about magitech effects, I really don't see a psychic/psionic subclass as actually making sense for them.
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.
Not sure if this is the best place for them, but I did have a few homebrew ideas for Artificer Subclasses that Ill put in some spoiler tags below if they're of any interest to anyone
Culinarian (aka, cook, brewer, chef, etc)
Most artificers spend their lives trying to construct a grand work which will stand for generations. For culinarians, satisfaction comes from carefully crafting the most nutritious and delicious food and drink for themselves and their companions. Creating such masterworks often require rare ingredients that must be sought and hunted from beyond the edge of civilization.
Culinarian Spells
Starting at 3rd level, you always have certain spells prepared after you reach certain levels in this class. These spells count as Artificer spells for you but do not count against your number of spells known.
Artificer Level
Spells
3rd
Goodberry, Hail of Thorns
5th
Gentle Repose, Locate Animals or Plants
9th
Conjure Barrage, Create Food and Water
14th
Aura of Life, Dominate Beast
17th
Commune with Nature, Conjure Volley
Tools of the Trade
When you choose this school at 3rd level, you gain proficiency in Cook’s Utensils or Brewer’s Supplies (your choice) and can use the chosen tool as a spellcasting focus for casting your artificer spells.
Hunter Gatherer
Also at 3rd level, you have a distinct eye for tracking and procuring ingredients. You gain proficiency in the Survival skill. You also gain proficiency with martial ranged weapons.
Nature’s Gifts
You are able to quickly prepare empowering meals to strengthen and revitalize your allies. Starting at 3rd level, whenever you or any friendly creatures regain hit points at the end of the short rest by spending one or more Hit Dice, each such creature regains an extra 1d4 hit points.
If you complete this rest in a natural environment, you can forage up extra components from your surroundings as part of the meal, granting additional benefits to any creature who regains hit points from this feature. The benefit depends on which type of environment you complete the rest in.
Arctic. You have advantage on saving throws against extreme cold
Coast. You gain a swim speed equal to your walking speed.
Desert. You have advantage on saving throws against extreme heat.
Forest. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Grassland. You gain 1d4 temporary hit points.
Mountain. You gain a climbing speed equal to your walking speed. You’re also acclimated to high altitude, including elevations above 20,000 feet.
Swamp. You have advantage on saving throws against poison and disease
Underdark. You gain darkvision out to a range of 30 feet. If you already have darkvision, it is extended by 30 feet.
This benefit lasts until the creature completes a long rest or regains hit points from this feature again.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Exotic Gifts
Starting at 9th level, creatures which benefit from your Nature’s Gifts feature regain 2d4 extra hit points instead of 1d4. Additionally, if you have the corpse of a creature which has been dead for no more than 24 hours (or which is under the effect of a Gentle Repose spell), you can prepare it as part of your meal provided it is not a construct, elemental, humanoid, or undead. Choose one sense, speed, or trait belonging to it, which cannot be Legendary Resistance or any which grants access to additional actions. Any ally who regains hit points from your Nature’s Gift feature also gains that sense or trait, which lasts until it completes a long rest or benefits from this feature again.
For example, if you have the body of a Brown Bear, each creature which regains hit points could gain the Keen Smell trait. If you have the body of a Shambling Mound, each creature could gain a swim speed of 20 feet or its Lightning Absorption trait. A creature's corpse is reduced to nothing after being used for this feature.
Feast of Champions
You can assemble the finest ingredients to bolster those who consume your creations. At 15th level, while holding your Cook’s Utensils or Brewer’s Supplies, you can cast Heroes' Feast using this feature, without providing the material component. When cast this way, you can add your Intelligence modifier to the amount of additional hit points granted by the spell. After you have cast the spell this way, you cannot do so again for 1d4 days.
Designer (aka weaver, tailor, etc)
Artisans skilled with the needle and thread are renowned for their ability to form a beautiful tapestry out of seemingly simple strings. Some artificers have extended this ideology to recognizing how each tiny, magical thread contributes to the grand Weave of the multiverse. Those that follow the designer specialty learn how to alter the weave through these individual threads.
Designer Spells
Starting at 3rd level, you always have certain spells prepared after you reach certain levels in this class. These spells count as Artificer spells for you but do not count against your number of spells known.
Artificer Level
Spells
3rd
Entangle, Mage Armor
5th
Nystul’s Magic Aura, Web
9th
Counterspell, Slow
14th
Aura of Life, Grasping Vine
17th
Circle of Power , Hallow
Tools of the Trade
When you choose this school at 3rd level, you gain proficiency in Weaver’s Tools and can use weaver’s tools as a spellcasting focus for casting your artificer spells.
Woven Armor
At 3rd level, you are able to weave magical threads into armor. When you cast Mage Armor, you can choose to apply one of your known infusions to the magical armor, provided the infusion requires a suit of armor as a prerequisite. Applying the infusion this way does not count against the number of infusions you can apply each day, and the target of the spell can ignore any attunement requirements of the infusion. The infusion lasts for the duration of the spell and ends early if you use this feature again.
Pluck the Thread
Also at 3rd level, when a creature (including yourself) that you can see within 30 feet casts a spell, you can use your reaction to tug at the magical threads around you to make one of the following changes to the spell’s effect:
You can use this feature a number of times equal to your Intelligence modifier, and regain all expended uses after finishing a short or long rest.
Area Alteration
Beginning at 5th level, your interaction with the threads of the weave allow you to readily alter the spell’s you cast. Whenever you cast an Artificer spell which produces one of the following areas of effect, you can choose to alter it to one of the other shapes available: Cone, Cube, Cylinder, Line, or Sphere. You choose the dimensions of the new shape but the new area of effect cannot occupy a total space larger than the original. When altered this way, each dimension can be no smaller than 5 feet and no longer than 100 feet. For example, a spell which creates an effect in a 20-foot radius Sphere could be changed to a 50-foot Cone.
Tailored Spells
At 9th level, you have a distinct touch for altering the magical threads surrounding individuals. You can cast Alter Self, Enhance Ability, and Invisibility without expending a spell slot, without preparing the spell, and without providing the material component, provided you use weaver’s tools as the spellcasting focus. Once you cast any of these spells with this feature, you can't cast that spell with it again until you finish a long rest.
Pull the Weave
When you reach 15th level, you put forth a stronger influence on the magic around you. You gain the following improvements to your Pluck the Thread feature
Dread Forger ("evil" subclass option based roughly off of the Forgemasters from the Castlevania series)
Dread Forgers are craftsmen who work in raising creatures from the dead and constructing hellish servants. Given the nature of their work, these artificers are usually drawn into the service of Liches, Vampire Lords, and other masters of undeath who can provide them the materials they need for their work
Dread Forger Spells
Starting at 3rd level, you always have certain spells prepared after you reach certain levels in this class. These spells count as Artificer spells for you but do not count against your number of spells (or cantrips) known.
Artificer Level
Spells
3rd
Inflict Wounds, Hellish Rebuke
5th
Prayer of Healing, Summon Beast**
9th
Mass Healing Word, Summon Undead**
14th
Shadow of Moil*, Summon Aberration**
17th
Negative Energy Flood*, Raise Dead
*Spell found in Xanathar’s Guide to Everything
**Spell found in Tasha’s Cauldron of Everything
Graverobber’s Tools
When you choose this specialization at 3rd level, you are able to empower an object with necrotic energy for forging the souls of the forgotten. When you finish a long rest, you can select either a set of tools which you are proficient in or one item bearing one of your infusions to empower this way, with the object granting the following benefits while you wear or carry it:
You can only have one object acting as your tools of the grave at a time. When you empower a new object as part of a long rest, the previous object immediately loses the benefits of this feature.
Crafted Summoning
Your experience working with cadavers allows you to warp and shape them into servants of your choosing. Starting at 5th level, while holding your Graverobber’s Tools and within 30 feet of a body which has been dead for no more than 24 hours, you can use the body in place of the material component for casting an Artificer spell which has the effect of summoning a creature. The creature summoned this way is treated as an undead or fiend (your choice) in place of the type listed in its stat block. The summoned creature gains temporary hit points equal to three times your Intelligence modifier when cast this way.
Cursed Artifacts
You are able to bestow the powers of your infusions to others quickly, but it imparts a great cost. Also at 5th level, as an action you can choose a nonmagical object which is worn or carried by another creature that you can see within 30 feet and apply one of your known infusions to it. The targeted object must be of the appropriate type for the chosen infusion, and this infusion does not count against the number you can apply each day. A creature that is not willing to have its object infused this way can make a Wisdom saving throw, resisting the effect on a success.
While this infusion is applied, the creature cannot willingly part with the object, and it gains one of the effects of the Bestow Curse spell (your choice). The creature is aware that it is affected by this curse. The effect of the infusion, and the associated curse, lasts for up to 1 hour but ends early if you are incapacitated or choose to end it early as a bonus action. The effects also end early if you use this feature again.
You can use this feature a number of times equal to your Intelligence modifier, and regain all expended uses following a long rest.
Life unto Death
Starting at 9th level, when you reduce a creature to 0 hit points you can use your reaction to create a pool of 2d6 temporary hit points which are immediately divided between yourself and any undead or fiends of your choice within 10 feet of you.
Additionally, when you cast an Artificer spell which restores hit points, you can ignore any part of the spell which prevents it from targeting undead.
Army of Darkness
At 15th level, after using your Crafted Summoning feature, you can choose to bind the summoned creature permanently to your current plane of existence under your service. When you do so, the spell’s duration for that creature is extended to last until dispelled, and it does not require concentration. The spell’s effect also ends early if the creature is killed or you are killed.
Once you bind a creature this way, you cannot do so again until you finish a long rest. You can have more than one creature bound this way at once; however, the total for the spells’ levels across all bound creatures cannot exceed 6th level. For example, you could have one bound creature summoned at 5th level, two bound creatures summoned at 3rd level, or three bound creatures summoned at 2nd level. A bound creature dies if it leaves the plane of existence it was summoned on.
Siege Engineer
Siege Engineer Spells
Starting at 3rd level, you always have certain spells prepared after you reach certain levels in this class. These spells count as Artificer spells for you but do not count against your number of spells (or cantrips) known.
Artificer Level
Spells
3rd
Catapult*, Snare*
5th
Knock, Shatter
9th
Melf’s Minute Meteors*, Wall of Water
14th
Otiluke’s Resilient Sphere, Stone Shape
17th
Destructive Wave, Passwall
*Spell found in Xanathar’s Guide to Everything
Tools of the Trade
When you choose this specialization at 3rd level, you gain proficiency in heavy armor. You also gain proficiency with mason's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Besieging Magic
Also at 3rd level, you learn the Mold Earth and Magic Stone cantrips which do not count against the number of cantrips you know. When you cast either of these spells, you can modify their casting in the following ways.
Quick Cover: When you cast Mold Earth, as a non-instantaneous effect you can elect to form the loose earth or stone into a small barrier instead of one of the other listed effects. This wall is 5 feet wide and is large enough to provide cover, but does not block line of sight or movement. This cover provides a bonus to a creature’s AC and Dexterity saving throws equal to half your Intelligence modifier (rounded up).
Heavy Artillery: When you cast Magic Stone, each of the pebbles are empowered to destroy defenses. Each pebble deals additional damage equal to your Intelligence modifier. These pebbles also deal double damage to objects.
Fell Defenses
At 5th level, when you damage a creature with an attack or an Artificer spell, you can use your reaction to reduce the target’s AC by an amount equal to your Intelligence modifier until the start of your next turn. If an attack or effect damages multiple creatures, you choose one from among those targeted to be affected by this feature.
Improved Besieging Magic
Starting at 9th level, you gain the following improvements:
Quick Cover: Each time you use this option, you can create up to two walls within 10 feet of each other. Both walls are treated as part of the same non-instantaneous effect.
Heavy Artillery: A creature hit by one of the stones must succeed on a Strength saving throw or be knocked prone
Additionally, any spell you cast from the Evocation school of magic which targets creatures can also target objects, if the spell is not already capable of doing so.
Martyrdom
At 15th level, whenever you are reduced to 0 hit points but not killed outright, you can choose to erupt in a fiery blast (no action required). Each creature other than you within 10 feet of you must make a Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much on a successful one. For each creature reduced to 0 hit points by this effect you gain one successful death save.
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Combine it with tattoos. Or gemstones.
Food, Scifi/fantasy, anime, DND 5E and OSR geek.
I like your Siege Engineer subclass.
I was thinking something like designer, but jewelry designer (jeweler).
Food, Scifi/fantasy, anime, DND 5E and OSR geek.
Artificer's don't have to be pigeonholed into the tinkerer/inventor archetype. The Weaveblade I made is a power of the mind/intellect to use most of the abilities Foodgeek mentions.
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Yeah I think a fully psionic Artificer can still fit the theme; you're just changing the nature of the inventions, e.g- instead of mechanical gadgetry or ordinary enchantment you could be inscribing runes or inventing devices that allow your mental energy to achieve the same basic effect(s).
Artificer as a class even explicitly encourages you to theme every spell you cast etc., though the Magic of Artifice box is more focused on traditional tools… is the not not also a tool? 😄
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A nice Artificier subclass should be :
* Constructor : This subclass should be focused in building barracks, fortifications or any type of settlement, not including houses, castles, churches, temples or towers. ( those should be allowed to be build in further levels ).
* Nature keeper : This subclass should be focused in taking as many knowledge as he/she could to help regrowing , planting, keeping plants, trees or any type of herbal being from the zone or county he/she is. (( being a demi-Druid without getting the features that class offers is a nice option, huh ?? ))
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Dertinus Tristany // Amilcar Barca // Vicenç Sacrarius // Oriol Deulofeu // Grovtuk
I don't actually play Fortnite, but that sounds like a Fortnite character at least in terms of being able to instantaneously construct structures in the midst of battle as a form of battlefield control.
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I did start a subclass called the contractor that did that what you suggested, but I still need to finish it.
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Two words: …Portal…
…
…
…Mage…
I have spoken!
Believe you mean, portal artificer lol
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