What equipment, inventions, theming, and/or spell flavoring makes YOUR artificer a little bit more interesting? Why do they have this equipment, invention, or whatever, and why are they and their spells themed the way they are?
Apparently all other artillerists around here use some sort of gun or canon as their arcane firearm and eldritch canon. I seem to be the only one who has leaned into the wandslinger style, using a wand as both arcane firearm and a second wand as my eldritch canon. He also keeps a thigh holster full of other wands as occasion calls.
The current one I'm playing is a more tribal flavored Beasthide Shifter Battlesmith. His Steel defender is a physical representation of his tribes totem guardian. He comes from a tribe of barbarians and wants to find more efficient ways of living and surviving than how he's grown up, leading to the constant attempts at replicating things he's seen in his travels. Love reflavoring mechanics and items. Most recent ideas were using pieces of phosphorus plant and wood (magical tinkering) to make a pen-light for our human in our party until he can make some goggles of night (the harvested eyes of a monster with darkvision). Most spells and equipment are some mix of natural and mechanical creations kind of a woodland version of steampunk.
My alchemist is a military field medic turned plague doctor.
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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.
Locksmith who had to go on the run because his locks were more active defense than passive. That and because the city guard broke into a house secured by one...
I have to admit my Artificer isn't particularly unique... he's a guy who invents stuff and uses what is essentially a steampunk Power Glove and a gun as his method of delivering spells... but he does have a Steel Defender that's basically a treasure chest with spider legs like the Guardians from Breath of the Wild. Kind of like a mechanical Mimic.
One of my Artificers was a Thri-Kreen Werewolf that actually started out as a Druid before events in the campaign led him to respec into a Homebrewed Battle Smith Artificer. His ultimate goal was to find a way to infuse his constructs with the “souls” of Primal Spirits to make his creations truly alive. He eventually succeeded in turning himself into a Thri-kreen construct and awaken a true consciousness in his mechanical companion. Many of his spells were flavored to be the result of the magical energies used to power his mechanical body, such as Shocking Grasp being him releasing electrical energy from his hand, Ray of Frost shooting out of his mouth that was fueled by a special type of ice-like substance which as essentially pure frozen mana, and Revivify working as him defibrillating allies with shock pads in his hands.
My other Artificer was inspired both by the Krogan from Mass Effect and Blastoise. She was a massive Tortle Artillerist Artificer who loves creating weapons and her goal was to create a moving tank-like fortress to protect herself after living a harrowing childhood. She would use her wand like a blaster and her eldritch cannon was mounted on her shell. Occasionally she would also use things like Shield, Haste, Catapult, Blur, Invisibility, Fly, Blink, and Shatter which I treated more like Biotics/the Force then typical magic.
My Battlesmith is a Batman-Style - Sniper with mechanical Wings from her being a Simic Hybrid (reflavored so she has a mechanical Symbiot in her that gives her the wings and climbing claws) Shes mostly a sniper that deals big chunks of damage with a reloading Crossbow and Sharpshooter. Her Defender(a kinda metal barrel with arms and legs) is always right up in the melee.
Firbolg Artificer Artillerist at level 15, I play as main support and healing for the party while being able to blast as well! My 2 eldritch cannons are just mechanical ducks, 1 gives us temp HP and the other I hold by the legs and shoot like a gun with the Force Ballista! It's great fun!
Wizard multiclassed into an artificer for various in game reasons.
Usual stuff but his familiar (a cat named Raspberry) is the pilot of a "mech" (which is his cannon). Kind of hamstrings her, having to pilot it all the time, but great for the RP value. Poor Raspberry. I love cats, but Alistair is not very kind to her sometimes. She does love piloting the mech though, in her little leather jacket and bomber hat with steampunk glasses. She is a damn crack shot too ...
My artificer is a multiclass between A rogue Inquisitive and an Artificer Armorer. He carries around a rifle in a victorian england like world taking vengeance on the ones who wronged him. He wears his gadgets on his body like armor and wears a crow mask. The common people of this world will often spread the word that "the old crow is watching".
Just started my first Warforged Artificer, who was originally an automaton that became sentient due to an errant blast of Fey Magic (homebrew campaign). Since then, they've been adventuring the world in an attempt to find ways to make themself more "helpful". They are still a bit naive, desperate for companionship, and fiercely protective of anyone that accepts them. Going to go Armorer and potentially multiclass into Fighter for Echo Knight. Thinking I'll flavor the echo as either an AI hologram or nanobot swarm type deal.
Been really fun to play a big, friendly (sometimes overbearingly so), eager to please hunk of metal so far!
Gnome Armorer whose life's work is his Powered Height-Adjusted Liquid Lightning Utility Suit (yes, that's the acronym he's going with) which brings him up to medium height (homebrew, when he's out of the suit he has reduced Strength and Constitution, but improved Dexterity). All of his powers are themed around the suit; thunderwave is punching a thunder gauntlet into the back of his shield (the shield has circuits that resonate into an amplified pulse), absorb elements stores energy in capacitive crystals that route into the gauntlets for later release, thorn whip is an integrated grappling launcher (which is also his rope and grappling hook) and so-on.
Character wise he's a bit of an asshat; he always wanted to be a knight, but decades of resentment mean he's far from a shining example of chivalric virtue. This is basically just an excuse for when the group he's playing with inevitably go full murder-hobo; I'm tired of playing the only good or sensible character. 😝
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.
Not me, but one of my players is an 'amnesiac' warforged artificer-- as she levels up, she'll be learning more about herself as a magical construct, and discovering how to alter herself with new features/weapons. So I'm pretty excited to come up with opportunities for her to play that character to its fullest potential.
Qui Verte, alchemist and brewer extraordinaire. Basically a walking distillery. Almost every spell was or used alcohol of some type.
Acid Splash was a tankard of Ogre Port. (It got better the longer it aged.)
Poison Spray was whatever was left over in last nights cauldron after drinks.
Melf’s acid arrow and Tasha’s Caustic Brew were both Troll rum just different delivery methods.
Flaming Sphere was a giant alcohol soaked cotton ball. (directed through wires)
Heroism (from a feat) was Ole’ red eye whiskey (take a swig of that and you won’t worry ‘bout nothing)
Absorb Elements was a shaken bottle of sparkling Elf Wine (meaning non-alcoholic carbonated fruit juice). Shake it up and spray it out. I mean, what else are you going to use that stuff for?
Healing Word and Mass Healing Word were jello shots.
My Artificer uses what is basically a super-soaker (reflavored +1 hand-crossbow) to deliver his spells. He wears a bunch of jars that he can affix to it to many different effects. Faerie Fire is just spraying people with glitter, web is shooting a bunch of glue onto the ground, grease is... well... grease. When he makes normal crossbow attacks, he just slaps a jar full of nails onto it.
Though as we progress, I'm need to lean into melee a bit more, so I'm working on some type of retractable whip weapon. Just need to figure out the flavor on it.
I made a lvl 3 Human Noble Artificer Battlesmith who is an apprentice of a famous tinkerer (living in his shadows) during the day and spends his nights in a busy tavern of a Port city, using his charm and skills (even unasked) for a reputation. He meets a sarcastic High- Elf Rogue Arcan Trickster with a soldier "I-was-a-blacksmith-in-the-military" background over there, who is looking for work and never want to go hungry again.
Looking for an adventure, rare magic items and a way to prove himself as an artificer, he and the Rogue ( I play them both) agree to sail along with a bunch of pirates. (My DM is preparing a pirate adventure). So I found it funny to choose a capuchin monkey called " Chip" as my steeldefender (not my art, credits to the artist)
Weapons to start with: Light crossbow, attached to the wrist (folded unused / expand if needed) A beautiful Dagger and a Slingshot with an artificer look to it.
My 4 chosen Artificer Infusions are: - Armor of Magical Strength - Enhanced Arcan Focus - Enhanced Weapon - Replicate Magical Item: Goggles of Night (So I can see in the dark)
6 chosen cantrips: - Fire Bolt - Magic Stone - Mending - Prestidigitation - Spare the Dying - Sword Burst
Still looking for some cool ideas when it comes to artificer gadgets and I'm Looking forward to read yours :)
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.
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What equipment, inventions, theming, and/or spell flavoring makes YOUR artificer a little bit more interesting? Why do they have this equipment, invention, or whatever, and why are they and their spells themed the way they are?
Apparently all other artillerists around here use some sort of gun or canon as their arcane firearm and eldritch canon. I seem to be the only one who has leaned into the wandslinger style, using a wand as both arcane firearm and a second wand as my eldritch canon. He also keeps a thigh holster full of other wands as occasion calls.
The current one I'm playing is a more tribal flavored Beasthide Shifter Battlesmith. His Steel defender is a physical representation of his tribes totem guardian. He comes from a tribe of barbarians and wants to find more efficient ways of living and surviving than how he's grown up, leading to the constant attempts at replicating things he's seen in his travels. Love reflavoring mechanics and items. Most recent ideas were using pieces of phosphorus plant and wood (magical tinkering) to make a pen-light for our human in our party until he can make some goggles of night (the harvested eyes of a monster with darkvision). Most spells and equipment are some mix of natural and mechanical creations kind of a woodland version of steampunk.
My alchemist is a military field medic turned plague doctor.
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.
Locksmith who had to go on the run because his locks were more active defense than passive. That and because the city guard broke into a house secured by one...
I have to admit my Artificer isn't particularly unique... he's a guy who invents stuff and uses what is essentially a steampunk Power Glove and a gun as his method of delivering spells... but he does have a Steel Defender that's basically a treasure chest with spider legs like the Guardians from Breath of the Wild. Kind of like a mechanical Mimic.
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One of my Artificers was a Thri-Kreen Werewolf that actually started out as a Druid before events in the campaign led him to respec into a Homebrewed Battle Smith Artificer. His ultimate goal was to find a way to infuse his constructs with the “souls” of Primal Spirits to make his creations truly alive. He eventually succeeded in turning himself into a Thri-kreen construct and awaken a true consciousness in his mechanical companion. Many of his spells were flavored to be the result of the magical energies used to power his mechanical body, such as Shocking Grasp being him releasing electrical energy from his hand, Ray of Frost shooting out of his mouth that was fueled by a special type of ice-like substance which as essentially pure frozen mana, and Revivify working as him defibrillating allies with shock pads in his hands.
My other Artificer was inspired both by the Krogan from Mass Effect and Blastoise. She was a massive Tortle Artillerist Artificer who loves creating weapons and her goal was to create a moving tank-like fortress to protect herself after living a harrowing childhood. She would use her wand like a blaster and her eldritch cannon was mounted on her shell. Occasionally she would also use things like Shield, Haste, Catapult, Blur, Invisibility, Fly, Blink, and Shatter which I treated more like Biotics/the Force then typical magic.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
My Battlesmith is a Batman-Style - Sniper with mechanical Wings from her being a Simic Hybrid (reflavored so she has a mechanical Symbiot in her that gives her the wings and climbing claws) Shes mostly a sniper that deals big chunks of damage with a reloading Crossbow and Sharpshooter. Her Defender(a kinda metal barrel with arms and legs) is always right up in the melee.
Firbolg Artificer Artillerist at level 15, I play as main support and healing for the party while being able to blast as well! My 2 eldritch cannons are just mechanical ducks, 1 gives us temp HP and the other I hold by the legs and shoot like a gun with the Force Ballista! It's great fun!
Wizard multiclassed into an artificer for various in game reasons.
Usual stuff but his familiar (a cat named Raspberry) is the pilot of a "mech" (which is his cannon). Kind of hamstrings her, having to pilot it all the time, but great for the RP value. Poor Raspberry. I love cats, but Alistair is not very kind to her sometimes. She does love piloting the mech though, in her little leather jacket and bomber hat with steampunk glasses. She is a damn crack shot too ...
My artificer is a multiclass between A rogue Inquisitive and an Artificer Armorer. He carries around a rifle in a victorian england like world taking vengeance on the ones who wronged him. He wears his gadgets on his body like armor and wears a crow mask. The common people of this world will often spread the word that "the old crow is watching".
Just started my first Warforged Artificer, who was originally an automaton that became sentient due to an errant blast of Fey Magic (homebrew campaign). Since then, they've been adventuring the world in an attempt to find ways to make themself more "helpful". They are still a bit naive, desperate for companionship, and fiercely protective of anyone that accepts them. Going to go Armorer and potentially multiclass into Fighter for Echo Knight. Thinking I'll flavor the echo as either an AI hologram or nanobot swarm type deal.
Been really fun to play a big, friendly (sometimes overbearingly so), eager to please hunk of metal so far!
Archimedes Screw
Gnome Armorer whose life's work is his Powered Height-Adjusted Liquid Lightning Utility Suit (yes, that's the acronym he's going with) which brings him up to medium height (homebrew, when he's out of the suit he has reduced Strength and Constitution, but improved Dexterity). All of his powers are themed around the suit; thunderwave is punching a thunder gauntlet into the back of his shield (the shield has circuits that resonate into an amplified pulse), absorb elements stores energy in capacitive crystals that route into the gauntlets for later release, thorn whip is an integrated grappling launcher (which is also his rope and grappling hook) and so-on.
Character wise he's a bit of an asshat; he always wanted to be a knight, but decades of resentment mean he's far from a shining example of chivalric virtue. This is basically just an excuse for when the group he's playing with inevitably go full murder-hobo; I'm tired of playing the only good or sensible character. 😝
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.
Not me, but one of my players is an 'amnesiac' warforged artificer-- as she levels up, she'll be learning more about herself as a magical construct, and discovering how to alter herself with new features/weapons. So I'm pretty excited to come up with opportunities for her to play that character to its fullest potential.
Alcohol.
Qui Verte, alchemist and brewer extraordinaire. Basically a walking distillery. Almost every spell was or used alcohol of some type.
Acid Splash was a tankard of Ogre Port. (It got better the longer it aged.)
Poison Spray was whatever was left over in last nights cauldron after drinks.
Melf’s acid arrow and Tasha’s Caustic Brew were both Troll rum just different delivery methods.
Flaming Sphere was a giant alcohol soaked cotton ball. (directed through wires)
Heroism (from a feat) was Ole’ red eye whiskey (take a swig of that and you won’t worry ‘bout nothing)
Absorb Elements was a shaken bottle of sparkling Elf Wine (meaning non-alcoholic carbonated fruit juice). Shake it up and spray it out. I mean, what else are you going to use that stuff for?
Healing Word and Mass Healing Word were jello shots.
Hobgoblin Gunsmith: https://www.dndbeyond.com/characters/72989821.
Works for a goblinoid mercenary company.
Haste = automatic weapon converstion
Faerie Fire = miniature beacon that pops open after being thrown
Web = net shooter
Conjure Barrage = loading birdshot ammunition into a shotgun
Homunculus Servant is a medical drone that can bind wounds, but it can also invigorate creatures using a jolt of arcane lightning.
Mage Hand = retractable wrist arm/another small drone.
Branding Smite = special ammunition that makes creatures glow.
Brains over brawn? Mind over matter? These canny warriors rightly answer, "Why not both?" - Tasha
My Homebrews: Monsters, Magic Items, Spells, Races
Rhulg- Hobgoblin Gunsmith
My Artificer uses what is basically a super-soaker (reflavored +1 hand-crossbow) to deliver his spells. He wears a bunch of jars that he can affix to it to many different effects. Faerie Fire is just spraying people with glitter, web is shooting a bunch of glue onto the ground, grease is... well... grease. When he makes normal crossbow attacks, he just slaps a jar full of nails onto it.
Though as we progress, I'm need to lean into melee a bit more, so I'm working on some type of retractable whip weapon. Just need to figure out the flavor on it.
I made a lvl 3 Human Noble Artificer Battlesmith who is an apprentice of a famous tinkerer (living in his shadows) during the day and spends his nights in a busy tavern of a Port city, using his charm and skills (even unasked) for a reputation.
He meets a sarcastic High- Elf Rogue Arcan Trickster with a soldier "I-was-a-blacksmith-in-the-military" background over there, who is looking for work and never want to go hungry again.
Looking for an adventure, rare magic items and a way to prove himself as an artificer, he and the Rogue ( I play them both) agree to sail along with a bunch of pirates. (My DM is preparing a pirate adventure). So I found it funny to choose a capuchin monkey called " Chip" as my steeldefender (not my art, credits to the artist)
Weapons to start with:
Light crossbow, attached to the wrist (folded unused / expand if needed)
A beautiful Dagger and a Slingshot with an artificer look to it.
My 4 chosen Artificer Infusions are:
- Armor of Magical Strength
- Enhanced Arcan Focus
- Enhanced Weapon
- Replicate Magical Item: Goggles of Night (So I can see in the dark)
6 chosen cantrips:
- Fire Bolt
- Magic Stone
- Mending
- Prestidigitation
- Spare the Dying
- Sword Burst
Still looking for some cool ideas when it comes to artificer gadgets and I'm Looking forward to read yours :)
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.