My Artillerist Bladesinger in the making is a leatherworker that learned to infuse leather with magic. His familiar prefers to stay in a baby owlbear form (cat profile instead of a min-max form like an owl) and is mostly used for roleplay. The familiar is used when he creates the cannon. My artillerist has learned to temporarily strengthen the bond between the familiar and master. When he does the familiar gets the cannon profile.
The fighter I multiclassed into an artificer mostly designs and creates bloodborne-like trick weapons for him to use or sekiro arm prosthetics for he lost his arm during a boss encounter.
Glad to read that someone else thought about using “Bloodborne” for inspiration.
Makes the idea of a weaponsmith artificer a bit more fun to roleplay.
Inquisitive rogue who worked as an investigator for his church, searching out false priests and worshipers of evil gods. He lost his arm to a poisoned arrow; He dipped (three levels) into artificer to learn how to build a new one.
His left arm is full on steampunk Winter Soldier look, with brass, leather, gears, and gems. It has a built in crossbow with the reloading infusion. The crossbow uses magical energy from the gems to create a railgun type firing mechanism. Reversing the energy flow resets the mechanism and the infusion causes the crossbow bolt to reappear.
His left hand is actually not his hand at all; It is a homunculus servant straight out of the Addams' Family. Often, it has a mind of its own, even when attached.
Inspired by popular characters from shows like “Arcane” & recent installments of “Critical Role”, there is an Artificer I’ve been fiddling with who combines their proficiency with “Alchemist’s Supplies” and their armor to create a suit which injects them with bolstering concoctions to help them in combat.
Right now, “Armorer” provides the best execution in terms of cohesiveness…with their actual armor serving as a spell-casting focus…but “Alchemist” admittedly has better-themed spells.
So when I first made my Alchemist way back in 2017, I themed him as a reluctant hero, a heroic scaredy cat who is only there to make sure his friends dont die. He was a field medic and field tester for the Crown's RnD department in the great war (campaign setting lore). When the war ended, he and his friends took up a life of adventuring with the Queen as their patron. He turned plague doctor, specialising in alchemical cures and applications.
At the time, I thought a plague doctor artificer alchemist was quite unique. Now here we are 5 years later playing the same character, having finally reached lvl18 and a plague doctor alchemist isn't that unique after all haha Oh well, I love him anyway.
Rollback Post to RevisionRollBack
Hjalmar Gunderson, Vuman Alchemist Plague Doctor in a HB Campaign, Post Netherese Invasion Cormyr (lvl20 retired) Godfrey, Autognome Butler in Ghosts of Saltmarsh into Spelljammer Grímr Skeggisson, Goliath Rune Knight in Rime of the Frostmaiden DM of two HB campaigns set in the same world.
1. A wrist worn flexible gauntlet that absorbs different elements to extrude the desired effect: poison spray makes it pump up like Bane from Batman, ray of frost acts similar to Mr Freeze's gun, (crap, I just realised I've made a Batman bad guy), heat metal send energy like microwaves into metal. I've also incorporated my crossbow into this with retractable arms of the bow.
2. A mechanical tail like appendage with also had varying automatically changing 'heads' on its end: Mage hand acts like a small tractor beam with attractive and repulsive force, the same is used for catapult and levitate under the same premise. Shatter uses a non directional sound emitting head: while thunder wave is directional.
As a changeling, these unique and very visible items help the other players know who I am when I shapeshift out of sight.
The DM let me wear my Steel Defender as a backpack, so I have "Crustaceous Robotic Automata - B" or CRAB watching my back, as well as handling melee with its claw arms coming out from behind me (I found out Vedalkin have 4-arms in most MTG expansions, so this is a bit of a call back to that), and it can even do a deflect reaction if I didn't do the dodge action. Other than that, I decided to lean into the Anthropology background hand have him traveling and sketching anything that strikes his interest, so he has a notebook with depictions of ruins, recounting of legends and lore, the recipe/blueprints to a good hoagie, buildings of interest in cities, some sheet music (that I'll use magical tinkering to make the page play), depictions of animals that I could use as blueprints to help reshape my steel defender if I wish (or use the magical tinkering to make the page imitate the animals sounds), drawings of plants (magical tinkering to make the flowers smell). He's basically that college student who takes a semester off to backpack around Europe.
I'm in my first proper campaign in over a decade, and I'm happily playing an Eladrin Battle Smith Artificer in a Spelljammer campaign. Her magic manifests in creations of wood, plants and stone. Her steel defender (in the form of a spider monkey) is called an "ironwood defender" because of her specialization in crafting from that particular hardwood. Her preferred weapons (other than spells) are her handaxe and her mallet, which double as some of her woodworking tools. She's going to be working on a saw that will function as a magic shortsword with a longsword's damage die (thank you serrations!) and a shield that's a collapsible worktable (The legs function as straps to hold the shield to her arm). My DM's awesome in helping me figure out fun ways to work with this.
Artificers are well-known for being some kind of an Hyperactive class to play with. So, taking this tip in mind, I would suggest taking proficiency in many tools as he/she can, then focus some levels in gathering resources ( putting less effort in killing and more on trading + gathering ), and then rent a room in a random vilage to use those resources to craft whatever your character could make.
The results are easy to imagine =
* selling those and adquiring big money.... * be a partial-NPC and a character for doing quests. * I know Rangers are the best solo-ers, buuuuuuuut....... IYKWIM
I have a Deep Gnome Battle Smith. He read stories of knights, dragons and chivalry as a child. But, he lived in the Underdark, no horses, not many dragons, and no chivalry. So he made a wingless brass dragon Steel Defender that acts as his mount. He has a homonculus as well that looks like a tiny, oxidized brass gargoyle. Lazarz is armed with a lance and a shortsword. He is a bit of gnomish take on Don Quixote. He has a mix of utility, support and combat spells because he's just crazy enough not to focus on one thing. He's still looking for a home in the right campaign but I think he has a lot of potential to be a fun character.
My Artillerist Bladesinger in the making is a leatherworker that learned to infuse leather with magic.
His familiar prefers to stay in a baby owlbear form (cat profile instead of a min-max form like an owl) and is mostly used for roleplay.
The familiar is used when he creates the cannon.
My artillerist has learned to temporarily strengthen the bond between the familiar and master. When he does the familiar gets the cannon profile.
Glad to read that someone else thought about using “Bloodborne” for inspiration.
Makes the idea of a weaponsmith artificer a bit more fun to roleplay.
Inquisitive rogue who worked as an investigator for his church, searching out false priests and worshipers of evil gods. He lost his arm to a poisoned arrow; He dipped (three levels) into artificer to learn how to build a new one.
His left arm is full on steampunk Winter Soldier look, with brass, leather, gears, and gems. It has a built in crossbow with the reloading infusion. The crossbow uses magical energy from the gems to create a railgun type firing mechanism. Reversing the energy flow resets the mechanism and the infusion causes the crossbow bolt to reappear.
His left hand is actually not his hand at all; It is a homunculus servant straight out of the Addams' Family. Often, it has a mind of its own, even when attached.
Inspired by popular characters from shows like “Arcane” & recent installments of “Critical Role”, there is an Artificer I’ve been fiddling with who combines their proficiency with “Alchemist’s Supplies” and their armor to create a suit which injects them with bolstering concoctions to help them in combat.
Right now, “Armorer” provides the best execution in terms of cohesiveness…with their actual armor serving as a spell-casting focus…but “Alchemist” admittedly has better-themed spells.
So when I first made my Alchemist way back in 2017, I themed him as a reluctant hero, a heroic scaredy cat who is only there to make sure his friends dont die. He was a field medic and field tester for the Crown's RnD department in the great war (campaign setting lore). When the war ended, he and his friends took up a life of adventuring with the Queen as their patron. He turned plague doctor, specialising in alchemical cures and applications.
At the time, I thought a plague doctor artificer alchemist was quite unique. Now here we are 5 years later playing the same character, having finally reached lvl18 and a plague doctor alchemist isn't that unique after all haha Oh well, I love him anyway.
Hjalmar Gunderson, Vuman Alchemist Plague Doctor in a HB Campaign, Post Netherese Invasion Cormyr (lvl20 retired)
Godfrey, Autognome Butler in Ghosts of Saltmarsh into Spelljammer
Grímr Skeggisson, Goliath Rune Knight in Rime of the Frostmaiden
DM of two HB campaigns set in the same world.
I love reading all the ideas here. Thanks for sharing everyone!
My Artificer basic l had two main contraptions:
1. A wrist worn flexible gauntlet that absorbs different elements to extrude the desired effect: poison spray makes it pump up like Bane from Batman, ray of frost acts similar to Mr Freeze's gun, (crap, I just realised I've made a Batman bad guy), heat metal send energy like microwaves into metal. I've also incorporated my crossbow into this with retractable arms of the bow.
2. A mechanical tail like appendage with also had varying automatically changing 'heads' on its end: Mage hand acts like a small tractor beam with attractive and repulsive force, the same is used for catapult and levitate under the same premise. Shatter uses a non directional sound emitting head: while thunder wave is directional.
As a changeling, these unique and very visible items help the other players know who I am when I shapeshift out of sight.
The DM let me wear my Steel Defender as a backpack, so I have "Crustaceous Robotic Automata - B" or CRAB watching my back, as well as handling melee with its claw arms coming out from behind me (I found out Vedalkin have 4-arms in most MTG expansions, so this is a bit of a call back to that), and it can even do a deflect reaction if I didn't do the dodge action.
Other than that, I decided to lean into the Anthropology background hand have him traveling and sketching anything that strikes his interest, so he has a notebook with depictions of ruins, recounting of legends and lore, the recipe/blueprints to a good hoagie, buildings of interest in cities, some sheet music (that I'll use magical tinkering to make the page play), depictions of animals that I could use as blueprints to help reshape my steel defender if I wish (or use the magical tinkering to make the page imitate the animals sounds), drawings of plants (magical tinkering to make the flowers smell).
He's basically that college student who takes a semester off to backpack around Europe.
I'm in my first proper campaign in over a decade, and I'm happily playing an Eladrin Battle Smith Artificer in a Spelljammer campaign. Her magic manifests in creations of wood, plants and stone. Her steel defender (in the form of a spider monkey) is called an "ironwood defender" because of her specialization in crafting from that particular hardwood. Her preferred weapons (other than spells) are her handaxe and her mallet, which double as some of her woodworking tools. She's going to be working on a saw that will function as a magic shortsword with a longsword's damage die (thank you serrations!) and a shield that's a collapsible worktable (The legs function as straps to hold the shield to her arm). My DM's awesome in helping me figure out fun ways to work with this.
Artificers are well-known for being some kind of an Hyperactive class to play with. So, taking this tip in mind, I would suggest taking proficiency in many tools as he/she can, then focus some levels in gathering resources ( putting less effort in killing and more on trading + gathering ), and then rent a room in a random vilage to use those resources to craft whatever your character could make.
The results are easy to imagine =
* selling those and adquiring big money....
* be a partial-NPC and a character for doing quests.
* I know Rangers are the best solo-ers, buuuuuuuut....... IYKWIM
My Ready-to-rock&roll chars:
Dertinus Tristany // Amilcar Barca // Vicenç Sacrarius // Oriol Deulofeu // Grovtuk
I have a Deep Gnome Battle Smith. He read stories of knights, dragons and chivalry as a child. But, he lived in the Underdark, no horses, not many dragons, and no chivalry. So he made a wingless brass dragon Steel Defender that acts as his mount. He has a homonculus as well that looks like a tiny, oxidized brass gargoyle. Lazarz is armed with a lance and a shortsword. He is a bit of gnomish take on Don Quixote. He has a mix of utility, support and combat spells because he's just crazy enough not to focus on one thing. He's still looking for a home in the right campaign but I think he has a lot of potential to be a fun character.
https://www.dndbeyond.com/characters/78062376