I love the animate objects spell and wanted to make a subclass around it I was thinking wizard because more spell slots for the spell and get it earlier but then I decided on artificer because it fit the feeling of the subclass better so here it is tell me if it is to weak or strong I traded the broader abilities for early access to the spell and specific abilities just wanted some feedback on it thank you
The animated ones are Artificers who delve into the magic of imbuing inanimate objects with a temporary semblance of life. They are fascinated by the potential held within everyday items and seek to unlock their hidden potential, bringing them to a temporary state of animation to serve their will. These artificers often have workshops filled with odds and ends, constantly experimenting and tinkering to better understand the magical animation process.
Animated strings /3rd level
You can animate 2 objects like you casted the animate objects spell except you have to animate medium or smaller you can do this your proficiency bonus +2 times a long rest
Long lasting control /3rd level
Your animate objects lasts for 2 weeks instead of 1 minute and when not using you can put them in a inactive state that halves the speed they go through the time limit
Object health /3rd level
When you cast a healing spell or max health increase spell it can effect constructs and animated objects and actual doubles the healing on those creatures and if you cast it on those creatures you get half the healing they do
Animated hoard /5th level
You can now animate double the amount of objects when you animate objects your animated objects also gain triple your intelligence ability as bonus health
Mindless control /7th level
You do not need to concentrate on the animated objects you create but if you choose to not concentrate on the created objects there is a 1 in 20 chance for it to fail when you create them it wasting a spell slot if it was a spell or free casting a free casting if it was a free casting
Adaptation objects 12th/ level
You can give the objects you create a 50ft speed to climb, swim, or fly / as well as 40ft walk speed they always have
you can also choose if they do magical bludgeoning slashing or piercing damage they grow the appropriate weapon out of there body when you choose
they deal 1 extra damage die of there slam dice
they also get plus 2 ac
Lower cost /13th level
You can now cast animate objects as a 4th level spell and up cast to 5th or above You also always have the animate objects spell prepared and can cast it for free your proficiency bonus +3 times a long rest, this gets rid of the animated strings ability
Long range communication /15th level
You can command your army of animated objects from 2000ft away instead of 500ft you also can in the mind of animated object controlling it you can see using your normal vision but from the pov of the object you also don’t need to use your bonus action to command them
Burst /17th level
You can now command any number of your objects to burst killing themselves dealing 3d6 damage as medium or lower 6d6 as large 9d6 as huge in a 10ft area around them this does not hurt you or other objects
Gargantuan objects /19th level
You can now animate gargantuan objects under your control this takes 5 objects to do it does 2d20 + 4 + your spellcasting ability modifier bludgeon damage with its slam and has 85 hp and a 16 ac not counting any upgrades you give it with your abilities
Yes but it would balance out I think because instead of broad abilities you get to cast it early and get focused abilities for the subclass
Given that Artificers do not get 5th-level spell slots until class level seventeen, I think this may be a bit much. Maybe come up with a weaker or smaller-scale version of the spell to give them as a class feature at level 3.
You have too many level up abilities. The breaks/tiers for advancement of Artificer specific abilities would need to follow that of the base Artificer class, otherwise, it would easily be regarded as OP.
You have too many level up abilities. The breaks/tiers for advancement of Artificer specific abilities would need to follow that of the base Artificer class, otherwise, it would easily be regarded as OP.
Specifically, they should be set to 3rd level, 5th level, 9th level, and 15th level.
I think the abilities are definitely OP. As I understand it, the Level 19 ability gives 3d20 +9 (because of Adaptation Objects), 18 AC (16 +2), and 100 HP (85 + (5*3)) with a speed of 40 or 50?
Animated Strings: Basically, an underpowered Animate Objects spell. I would try saying the Artificer always has Animate Objects prepared and can cast it once without spending a spell slot. When cast with this feature, the Artificer can only animate one tiny object.
Long Lasting Control: Animate Objects is a concentration spell and should stay one. This feature would allow you to cast multiple instances of animate objects if it weren't for the concentration limit, creating an army that far exceeds your daily spell slot capacity. Consider extending the duration instead. When you cast Animate Objects, you can concentrate on it for up to 1 hour instead of 1 minute. Even if you kept it 2 weeks, you would lose concentration every time you fell asleep.
Object Health: Cure spells just say they restore hit points to the target creature. They work fine on Construct creatures. This is unnecessary and the secondary effect is too strong.
You should have feature at level 3 that gives you a tool proficiency and a type of magic item that you craft more quickly (Wondrous Items would be too broad).
Animated Horde (Hoard is a collection; Horde is an army): I think this is too strong, but I am not sure what to replace it with. Increasing the number of objects animated might be on par with Extra Attack, but doubling it from INT modifier is, in my opinion too strong. It might be interesting to expend an infusion to maintain a constant animated object.
Mindless Control: I think Animated Objects needs the Concentration restriction so let's cut this.
9th Level: Adaptation Objects: (Maybe called Adapted Objects?) I think your level 12 ability is too strong, even for level 12, so let's try this: Objects you animate using Animate Objects gain the following benefits:
Temporary Hit Points Equal to your Proficiency Bonus plus your Intelligence modifier.
+5 Speed
When you use Animated Strings, the feature no longer restricts the number of objects you can animate (It is still restricted by the spell).
Lower Cost: Nope. Too strong and no precedence in 5e.
Master Animator: I think the remaining abilities were too strong or could be consolidated. You gain the following benefits:
Long Range Communication: 2,000 foot range is okay but not removing the Bonus Action. Let's change this to as an action, you see and hear as if you were in the square of any object you have animated.
Burst: As magic action, you can command one or more of your objects to explode in area equal to the squares they occupied plus twice their reach. Creatures in the area make a Dexterity saving throw, taking Force Damage equal to twice the animated objects' slam attack on a failed save and half as much on successful one.
Animated Strings can be used twice per long rest and the feature no longer restricts the size of the object animated (It is still restricted by the spell).
I love the animate objects spell and wanted to make a subclass around it I was thinking wizard because more spell slots for the spell and get it earlier but then I decided on artificer because it fit the feeling of the subclass better so here it is tell me if it is to weak or strong I traded the broader abilities for early access to the spell and specific abilities just wanted some feedback on it thank you
Animated strings /3rd level
You can animate 2 objects like you casted the animate objects spell except you have to animate medium or smaller you can do this your proficiency bonus +2 times a long rest
Long lasting control /3rd level
Your animate objects lasts for 2 weeks instead of 1 minute and when not using you can put them in a inactive state that halves the speed they go through the time limit
Object health /3rd level
When you cast a healing spell or max health increase spell it can effect constructs and animated objects and actual doubles the healing on those creatures and if you cast it on those creatures you get half the healing they do
Animated hoard /5th level
You can now animate double the amount of objects when you animate objects your animated objects also gain triple your intelligence ability as bonus health
Mindless control /7th level
You do not need to concentrate on the animated objects you create but if you choose to not concentrate on the created objects there is a 1 in 20 chance for it to fail when you create them it wasting a spell slot if it was a spell or free casting a free casting if it was a free casting
Adaptation objects 12th/ level
You can give the objects you create a 50ft speed to climb, swim, or fly / as well as 40ft walk speed they always have
you can also choose if they do magical bludgeoning slashing or piercing damage they grow the appropriate weapon out of there body when you choose
they deal 1 extra damage die of there slam dice
they also get plus 2 ac
Lower cost /13th level
You can now cast animate objects as a 4th level spell and up cast to 5th or above You also always have the animate objects spell prepared and can cast it for free your proficiency bonus +3 times a long rest, this gets rid of the animated strings ability
Long range communication /15th level
You can command your army of animated objects from 2000ft away instead of 500ft you also can in the mind of animated object controlling it you can see using your normal vision but from the pov of the object you also don’t need to use your bonus action to command them
Burst /17th level
You can now command any number of your objects to burst killing themselves dealing 3d6 damage as medium or lower 6d6 as large 9d6 as huge in a 10ft area around them this does not hurt you or other objects
Gargantuan objects /19th level
You can now animate gargantuan objects under your control this takes 5 objects to do it does 2d20 + 4 + your spellcasting ability modifier bludgeon damage with its slam and has 85 hp and a 16 ac not counting any upgrades you give it with your abilities
It’s burst damage is 13d6 in a 15ft around it
You want to give a 5th level spell to a 3rd level artificer???
Yes but it would balance out I think because instead of broad abilities you get to cast it early and get focused abilities for the subclass
Given that Artificers do not get 5th-level spell slots until class level seventeen, I think this may be a bit much. Maybe come up with a weaker or smaller-scale version of the spell to give them as a class feature at level 3.
pronouns: he/she/they
I changed it is this better and less strong
You have too many level up abilities. The breaks/tiers for advancement of Artificer specific abilities would need to follow that of the base Artificer class, otherwise, it would easily be regarded as OP.
Specifically, they should be set to 3rd level, 5th level, 9th level, and 15th level.
I think the abilities are definitely OP. As I understand it, the Level 19 ability gives 3d20 +9 (because of Adaptation Objects), 18 AC (16 +2), and 100 HP (85 + (5*3)) with a speed of 40 or 50?
Animated Strings: Basically, an underpowered Animate Objects spell. I would try saying the Artificer always has Animate Objects prepared and can cast it once without spending a spell slot. When cast with this feature, the Artificer can only animate one tiny object.
Long Lasting Control: Animate Objects is a concentration spell and should stay one. This feature would allow you to cast multiple instances of animate objects if it weren't for the concentration limit, creating an army that far exceeds your daily spell slot capacity. Consider extending the duration instead. When you cast Animate Objects, you can concentrate on it for up to 1 hour instead of 1 minute. Even if you kept it 2 weeks, you would lose concentration every time you fell asleep.
Object Health: Cure spells just say they restore hit points to the target creature. They work fine on Construct creatures. This is unnecessary and the secondary effect is too strong.
You should have feature at level 3 that gives you a tool proficiency and a type of magic item that you craft more quickly (Wondrous Items would be too broad).
Animated Horde (Hoard is a collection; Horde is an army): I think this is too strong, but I am not sure what to replace it with. Increasing the number of objects animated might be on par with Extra Attack, but doubling it from INT modifier is, in my opinion too strong. It might be interesting to expend an infusion to maintain a constant animated object.
Mindless Control: I think Animated Objects needs the Concentration restriction so let's cut this.
9th Level: Adaptation Objects: (Maybe called Adapted Objects?) I think your level 12 ability is too strong, even for level 12, so let's try this: Objects you animate using Animate Objects gain the following benefits:
Lower Cost: Nope. Too strong and no precedence in 5e.
Master Animator: I think the remaining abilities were too strong or could be consolidated. You gain the following benefits:
I think Gargantuan Objects is too strong.
What do you think of these changes?
How to add Tooltips.
My houserulings.