Warforged Artillerist named Glitch. Has a quirk of his voice constantly changing from day to day, but has no idea it's happening. Contrary to being an Artillerist, he is a melee combat that spams Shocking Grasp. Uses his infusions to boost AC and/or saving throws, and uses his cannon to protect him and his melee friends. Plus leaves additional spell slots for either Shield or Cure Wounds since nothing else interests him much. But, should he need be, he can stay/move into range and switch to Fire Bolt spam without much switching.
I’ve been experimenting, and if I do play one I’d like to play the following:
A Tortle Artillerist called Sheldon von Claude
At level three with two of the infusions being ‘Enhanced Defense’ + ‘Enhanced Arcane Focus’ as well as a shoulder mounted ‘Force Ballista Eldritch Canon’...
Sheldon has 20ac (17 w/ +1 shield), +1 to Spell Attack (I don’t know if this also effects the canon) and with the Fire Bolt cantrip and the canon, can do 1d10 & 2d8 each turn with 1d4 claws as a backup.
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D&D, Youth Work and the Priesthood sadly do not typically interact... I do what I can!
Zellgato. a Kobold Artificer Alchemist. Zellgato's Egg was harvested from a barren and burned out kobold nest near a village. The elderly wizard who found it, thought it was perhaps a dragon egg, or a mutation of the kobold-due to its odd colouration-bright purple. The wizard decided to rear the kobold and experiment on what they could become. from an early age, Zellgato was taught more normal socital expectations, however they couldn't override aspects of his kobold personality. Still easily frightened, and fearful. However, with time, Zellgato begain to experience curiousity, and due to the lack of a pack, grew to bond with the Wizard, and the nearby small village the wizard frequented. Early in life he wore a collar, more as a measure of control, but as he grew up, it became something of a safety blanket for him, a lucky charm. It was his connection to his home and his way of life. Sometimes, at night, he would have strange dreams of another life, a simple life as a human. Over time, he tried to immitate the wizard, but failed to learn much more than paltry magic. But undeterred, Zellgato learned other skills to help out. Eventually, learning to use magic tools to assist the wizard, and eventually constructing a pair of custom bracers that helped Zellgato to interact with the world. However, ultimately his ancestry backfired on his new home. A offshoot of his former den, which split before the destruction and has since grown large and ufettered, seemingly enhanced or feral, perhaps tainted by the blight invading the lands. They invaded the village, to which the wizard rendered aid. Zellgato had to choose what he wanted to be.. Kobold, or happy. Ultimately, breaking through his fear Zellgato aided the village against his relatives beating back. After the dust settled, the town was appreciated of him-but. they also couldn't look at him the same.. Since that night, his dreams have shifted, his human dream self becoming cursed as if a golem, and later becoming an egg's shell. Ultimately the wizard decided he needed to loko into what was going on and left Zellgato at their home, but Zellgato wanted to see more of the world and understand its place in it. leading him to leave a note and say goodbye to the village and head off to find himself.
Little guy just wants a nice pack, a good meal, not to die. intend to emphesize the trap side of kobolds more than the agressive side. though traps are hard to do as PC
I haven't named her yet but my plan is to play an old Elven Artillerist.
Reaching the end of her 700 year life-span my adventurer fears that a past sin has barred her entrance into the Elven heaven of Avander. Refusing to be forsaken, and her soul left out of the cycle of reincarnation, she has set out to find the ultimate staff to plane shift her to heaven. Spending the majority of her life as a wood carver, her vast knowledge of wands, rods, and staves comes in handy on the battlefield. She often comes across as bitter when talking to others even if she considers them her friend. However this tough exterior hides a motherly personality just below the surface.
I'm really looking forward to playing her in my next campaign!
Former arena fighter turned adventurer, likes to make his own weapons because they look better than off the shelf items. Always dressed well, always looks great, always ready to break people. Thematically thinking of taking Battlesmith at Arti 3, but having trouble deciding at this stage!
well my first instinct once i first saw the UA artificer so many years back was to create an chef who casts spells via cooking, and oh boy did i make that back in like 2018-2019 when revisited artificer first came out:
his name was bevyn, he was an chef, alchemist and schollar working at some place called the black tower that was some kind of spellcasters guild in waterdeep. During his character creation tho, i merged him with an fighter concept i had for an mideval gunman, which lead to him also going arround shooting people with an hand crossbow, having vague crimes in his backstory and having this ideology of seing trust as an valued resource that could be earned and spent, and he was friends with moryn (an character played by my friend), an changelling back in the day when changelings got tool expertise, who was an even more strange character who had escaped an evil sadist death cult an as an result moryn really did not like healing magic (but had no problem when i cast cure wounds on him becuase i cast it in the form of cookies or bacon)
ah yes, moryn started as an rouge, multiclassed into wizard, but his spells were cast via cooking just like my artificer, only his character did not know why his cooking produced strange effects (unlike my character who had basically taken wizard spells and reverse-engineered cooking recepies that affected the weave in exactly the same way) and basically unseen servant and find familliar were just him cooking food that smelled so good that extraplanar entities came to eat it (but bevyn did have an thesis that it had something to do with the cooking and the heat of an bonfire also created small dimensional rifts).
anyways bevyn was really fun, he had an hand crossbow he treated as an gun and cast arcane weapon on so he could deal so much damage, he also made his hand crossbow an grappling hook, his roomate (not moryn diffrent wizard and workmate at the spellcasters guild) was also there, he adopted an street urchin by giving him like 10 gp becuase we got starting equipment AND starting gold and i just threw him at me roomate.
these two characters were planned to make cameoes in an campaign run by moryns player but never made it, and moryn did show up breifly in an campaign of mine as the chef at a school that teaches magic.
anyways nowadays i am thinking of making like a dwarf alchemist who brews unhealthy amounts of magic booze and an bard who is not an bard but actually an 6th level artificer since artificers get tool expertise (making them good at musical instruments as well since those are tool proficiency) and the ability to use any item that bears one of their artificer infusions as an spell casting focus, i can infuse a pair of non magical wind instruments to make them pipes of haunting and therefor making an pair of instruments my spellcasting focus, becuase oh boy will that be great and will also let my explore the more academic uses of magic.
also i have always toyed with the idea of an artillerist who is an rapper and his arcane turret is an boombox and his enhanced arcane focus, or arcane firearm as it is called nowadays is an microphone and he casts spells like thunder wave, thunderclap and shatter, this is of course not exclusive to the idea of an bard artificer above, just wanted to say it.
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Doza Dunben is a rock gnome Artillerist. She's been obsessed with building airships since she was a kid, as her father built airships professionally. After her father's death, she learned that he had secretly spent his life studying magic, and building devices far stranger than airships. Continuing and building off of her father's work, she became an adventurer, using her tinkered machines to do good in the world. Personality wise, she's kind of a stereotypical "mad inventor" type. Good-natured, but completely off her rocker. I'd have the specifics of her personality and inventions ironed out more, but I haven't played her yet (I start in three weeks), and I have to transition her over from UA to RFTLW, and to do so I need to borrow the book from my DM. I'll post an update after the next session (I missed our group's first session.)
Former arena fighter turned adventurer, likes to make his own weapons because they look better than off the shelf items. Always dressed well, always looks great, always ready to break people. Thematically thinking of taking Battlesmith at Arti 3, but having trouble deciding at this stage!
Battlesmith for an ArtBarb is a great choice! Artillerist could work too.
I've finally finished the last couple of tweaks, and I've been waiting for a thread like this to show up!
Kayde Calamity - Mark of Making Human Artillerist
Background: Kayde never knew his parents. He was found by a dwarven man wandering through a marketplace during his meal break, abandoned in a small produce basket. The dwarf saw a small, emaciated but otherwise unharmed, baby boy. He had a strange glyph on his chest, faintly glowing and pulsing with his tiny heartbeat. The dwarf acted quickly, bundled up the boy in the basket, excused himself from working in the mines for the rest of the day, and brought the boy home. The once-single and lovely mountain dwarf now had a companion. Someone he could take care of. And he jumped right into fatherhood. Kayde was the name his father finally settled on (before he could talk, he was always humming, so the dwarf was calling the baby "Kaydence" and eventually shortened it to just Kayde). Kayde was always so curious about his father's work - a dwarven miner in a mountainous mining town is always bringing home all kinds of interesting and ancient-looking things, and had his own smithing and tinkering projects he'd work on from time to time to make a little extra money.
Once gunpowder and black powder had made their way through the trade routes to Berndell, Kayde's father, Vander, was elated at the potential prospects of this and went straight to experimentation. From small fireworks and smoke bombs to more advanced methods of mining, Vander made quite a name for himself as an inventor, and Kayde was his proud, up-and-coming apprentice. This town found out about the invention of firearms the hard way owhen a militia force from the Red Oak Bastion stormed through Berndell, toting these long, metal contraptions that they kept stuffing with gunpowder. Though scared from the initial shock of these intrusions, the now curious and precocious 17-year old found himself utterly fascinated by the weapons, and took to trying to recreate them in his spare time.
This is around when Kayde started feeling some strange sensations. Sometimes, after long tinkering and smithing sessions, the glyph that was embedded in his chest, right over his heart, would start to pinch and burn. He chalked it up to indigestion or overstimulation. But sometimes, as he worked, he'd go to reach for a tool and it'd already be resting next to him, as if someone had placed it there for him. Or when his clothes would tear or smudge, he'd start to inspect the damage and it would close up and fix itself right before his eyes. Kayde began to further hone his crafting skills as well as these budding magical talents when tragedy struck. The mine his father still worked in from time to time had completely collapsed. They'd continued to hollow out and dig in search for potential deposits that could yield gunpowder ingredients when the whole thing caved in, snuffing out dozens of miners, and Vander, along with them. Kayde was left completely bereft and grieving, and eventually isolated himself away, halting the tinkering business his father had started for many months. Eventually, Kayde had had enough; he sold the property he shared with his father, packed up his tools and belongings, and made his way on foot to Red Oak Bastion to enlist himself in their military force as an engineer. Kayde knew his father wouldn't want him to wallow in puddles of tears - there was too much life to live and too much still left to learn and make. Kayde dedicated himself to his work, crafting newer and better weapons and supplies, and even found a way to use his newfound arcane prowess to create special magical turrets that helped guard their bases.
Who knows where adventure may find him? All he knows is that he's got his handy Rascal Repeater pistol on one hip, and a carefully crafted wand with his father's name carved in Dwarvish sigils on the other.
Update on Doza: Finished her character sheet. Didn't really need to change much. As I said, she's a shipwright and a pilot, and she is very protective of her airship. Very protective. Also, she's kind of explosion/trigger happy, though she tends to have a certain aversion to fire due to the volatility of the gasses in airships (instead of using Eberron elemental airships, the airships in our campaign are more like zeppelins.) Not a phobia, more of an elevated caution. She's fourth level and her infusions are Enhanced Armor, Repeating Shot, Alchemy Jug, and Bag of Holding. Also, I took the Magic Initiate (Wizard) feat because Artificers don't get a lot of offensive spells. She's currently working for the Elven Navy, as the world is currently preaking into war and the Gnomes are long-time of the Elves. Also, for some reason her best friend is a Shadow Elf Rogue (swashbuckler). I don't know either. I'm playing her next week.
Felicity Grey, who for her childhood lived in a magic pawn shop with her mom[human], dad[tiefling], and older brother. Always wanted to be an adventurer like all those who visited the shop, and was fascinated with magic items. Died at 10 after a plague hit the land which killed all children[the plot of our campaign] was shortly thereafter resurrected by mysterious means, essentially adopted[stolen] by a noblemen and placed into the noble house of Grey. Strictly and rigorously trained for to fulfill a prophecy along side 4 other children who underwent the same death and resurrection.
[I took a break from dnd for a few weeks, so this is the filler for why she wasn't with the group during their first mission] While the group left for their first real mission, Felicity went on her own side quest to obtain the materials she needed to build her turrets and all her other gear. All of her class spells come from gems that she wears on a charm necklace, and can be switched out for different spells/gems during a long rest. There is also a key in the center of the necklace [mystery key infusion]. Her turrets take the form of bracelets while not activated. Obsidian for protector. Fire Opal for flame thrower. Silver band engraved with arrows for ballista. Given all of her artisan tool proficiencies she's made everything she wears/carries around herself.
Given her childhood wish of being an adventurer she's really skeptical of the prophecy. When she was younger she made is known she was skeptical of anything and everything around her even being real. After dying she was sure this was some sort of afterlife. Years later she's quiet about this still brewing skepticism, takes everything at face value but still has underlying doubts about her reality.
Over, she's 21 now. Our first session was all of our characters as children and what they went through with the death/resurection/kidnapping. Then by the second session there was a ~10 year time skip. I suppose I made it out on accident like she was a rather overly skilled 10 year old, lmao.
A build I have prepared for the next campaign my group is about to do, so unfortunately, I haven't gotten to really flesh her out yet.
Tanwyn "Tan" Calida. Fire Genasi Artillierist Artificer X/ Forge Cleric 2. Her name is a welsh name meaning "holy fire" which plays well with the forge cleric bit, and her last name is a hispanic name meaning "hot", which also forms a pun with her nickname becoming a spanish phrase meaning "so hot". She's a master crafter of anything and always has a way to buff her allies while burning down her enemies. Even though she's a forge cleric, she's more of a light fighter, preferring cantrips and ranged attacks (i.e. crossbows) to smacking people. She is an artillerist after all. I've even decided to flavor her casting ranged attack spells as her loading special "arcane bullets/bolts" into her weapon and firing them.
Kaizo a kobold artillerist. Even among other kobolds Kaizo was talented at setting traps. While tunneling to expand their den Kaizo and some of his fellow kobolds accidentally entered a wizard's lair booby trapped to the brim. After setting off many traps only Kaizo remained alive albeit with a missing arm. Dazed and bleeding out Kaizo had scribbled some notes on scrap paper about improvements he would make to the traps he encountered before passing out. The wizard arrived shortly after when his alarms had went off. Impressed by Kaizo's natural genius he saved him and taught him how to tinker with magic. After some time has passed his mentor disappeared. Kaizo sets out on a journey to find his beloved master to whom he is indebted greatly.
I honestly love the flavor of the artificer and how you can reskin so much of the features.
Kaizo a kobold artillerist. Even among other kobolds Kaizo was talented at setting traps. While tunneling to expand their den Kaizo and some of his fellow kobolds accidentally entered a wizard's lair booby trapped to the brim. After setting off many traps only Kaizo remained alive albeit with a missing arm. Dazed and bleeding out Kaizo had scribbled some notes on scrap paper about improvements he would make to the traps he encountered before passing out. The wizard arrived shortly after when his alarms had went off. Impressed by Kaizo's natural genius he saved him and taught him how to tinker with magic. After some time has passed his mentor disappeared. Kaizo sets out on a journey to find his beloved master to whom he is indebted greatly.
I honestly love the flavor of the artificer and how you can reskin so much of the features.
A lost arm is no laughing matter, but gods is that imagery hilarious.
Just... You're dying and your final thought is roast your killer's mechanic skills using the blood they caused to shed. What a powermove, they're a goddamn legend.
Kaizo a kobold artillerist. Even among other kobolds Kaizo was talented at setting traps. While tunneling to expand their den Kaizo and some of his fellow kobolds accidentally entered a wizard's lair booby trapped to the brim. After setting off many traps only Kaizo remained alive albeit with a missing arm. Dazed and bleeding out Kaizo had scribbled some notes on scrap paper about improvements he would make to the traps he encountered before passing out. The wizard arrived shortly after when his alarms had went off. Impressed by Kaizo's natural genius he saved him and taught him how to tinker with magic. After some time has passed his mentor disappeared. Kaizo sets out on a journey to find his beloved master to whom he is indebted greatly.
I honestly love the flavor of the artificer and how you can reskin so much of the features.
A lost arm is no laughing matter, but gods is that imagery hilarious.
Just... You're dying and your final thought is roast your killer's mechanic skills using the blood they caused to shed. What a powermove, they're a goddamn legend.
I wanted to convey his obsessive behavior. Like someone who is curious and has a strong urge to build and improve upon things he finds. It's honestly so fun because I like taking underused spells like rope trick or grease and find an optimal play style with low level spells. I also with some time and a tool check can make simple traps like those in the UA about Traps.
Emilee Mancinella (Mark of making human) (izzet engineer) Artilarist/Battlesmith (I haven't decided yet, Artilarist has them nice spells, but battlesmith has that nice SAD) - the race and background combo applied were approved by my gm for the homebrew world. They are essentially just setting neutral-flavored.
She lost an arm in a lab accident, (thus explaining her 8 strength score). She pathologically lies about how she lost her arm. Current favorites. Bees (somber look) Bees. What missing arm? (Insists it is actually just invisible, displaying its invisibility via mage hand) Oh god! When did that happen (gestures to the missing limb), Who stole my arm! I want it back!
General attitude is friendly and happy in a way that is clearly an act, with undertones of "i only act this way because society wants me too" Goals are to find evidence to clear her name of responsibility for the lab accident that took her arm and the lives of the rest of the research lab she worked at.
Emilee Mancinella (Mark of making human) (izzet engineer) Artilarist/Battlesmith (I haven't decided yet, Artilarist has them nice spells, but battlesmith has that nice SAD) - the race and background combo applied were approved by my gm for the homebrew world. They are essentially just setting neutral-flavored.
She lost an arm in a lab accident, (thus explaining her 8 strength score). She pathologically lies about how she lost her arm. Current favorites. Bees (somber look) Bees. What missing arm? (Insists it is actually just invisible, displaying its invisibility via mage hand) Oh god! When did that happen (gestures to the missing limb), Who stole my arm! I want it back!
General attitude is friendly and happy in a way that is clearly an act, with undertones of "i only act this way because society wants me too" Goals are to find evidence to clear her name of responsibility for the lab accident that took her arm and the lives of the rest of the research lab she worked at.
Maybe eventually make a replacement arm out of bees?
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Please check out my homebrew, I would appreciate feedback:
I'm going with the classic rock gnome artificer, a relatively young gnome woman named Gloria Goldmouth. She's the next in line to inherit her family's alchemical shop, "Goldmouth's Medicinal Menageries", or was, until a caravan venture went horribly wrong; Bandits ambushed them, killing most of her employees, (and more importantly) taking all of her merchandise, as well as holding her captive to use as a doctor. She eventually escaped after a month or so by setting the bandit leader's beard on fire with some random scrap-metal toy she built. With all of her ingredients and product now used up by rowdy bandits, she endeavors to make enough money to rebuild her family's legacy... even if it means selling literal snake-oil.
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It's ok Ranger, you'll always be cool to me.. Unless druid gets another use for its wild shape charges.
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Warforged Artillerist named Glitch. Has a quirk of his voice constantly changing from day to day, but has no idea it's happening. Contrary to being an Artillerist, he is a melee combat that spams Shocking Grasp. Uses his infusions to boost AC and/or saving throws, and uses his cannon to protect him and his melee friends. Plus leaves additional spell slots for either Shield or Cure Wounds since nothing else interests him much. But, should he need be, he can stay/move into range and switch to Fire Bolt spam without much switching.
I’ve been experimenting, and if I do play one I’d like to play the following:
A Tortle Artillerist called Sheldon von Claude
At level three with two of the infusions being ‘Enhanced Defense’ + ‘Enhanced Arcane Focus’ as well as a shoulder mounted ‘Force Ballista Eldritch Canon’...
Sheldon has 20ac (17 w/ +1 shield), +1 to Spell Attack (I don’t know if this also effects the canon) and with the Fire Bolt cantrip and the canon, can do 1d10 & 2d8 each turn with 1d4 claws as a backup.
Zellgato. a Kobold Artificer Alchemist.
Zellgato's Egg was harvested from a barren and burned out kobold nest near a village. The elderly wizard who found it, thought it was perhaps a dragon egg, or a mutation of the kobold-due to its odd colouration-bright purple. The wizard decided to rear the kobold and experiment on what they could become. from an early age, Zellgato was taught more normal socital expectations, however they couldn't override aspects of his kobold personality. Still easily frightened, and fearful. However, with time, Zellgato begain to experience curiousity, and due to the lack of a pack, grew to bond with the Wizard, and the nearby small village the wizard frequented. Early in life he wore a collar, more as a measure of control, but as he grew up, it became something of a safety blanket for him, a lucky charm. It was his connection to his home and his way of life. Sometimes, at night, he would have strange dreams of another life, a simple life as a human. Over time, he tried to immitate the wizard, but failed to learn much more than paltry magic. But undeterred, Zellgato learned other skills to help out. Eventually, learning to use magic tools to assist the wizard, and eventually constructing a pair of custom bracers that helped Zellgato to interact with the world. However, ultimately his ancestry backfired on his new home. A offshoot of his former den, which split before the destruction and has since grown large and ufettered, seemingly enhanced or feral, perhaps tainted by the blight invading the lands. They invaded the village, to which the wizard rendered aid. Zellgato had to choose what he wanted to be.. Kobold, or happy. Ultimately, breaking through his fear Zellgato aided the village against his relatives beating back. After the dust settled, the town was appreciated of him-but. they also couldn't look at him the same.. Since that night, his dreams have shifted, his human dream self becoming cursed as if a golem, and later becoming an egg's shell. Ultimately the wizard decided he needed to loko into what was going on and left Zellgato at their home, but Zellgato wanted to see more of the world and understand its place in it. leading him to leave a note and say goodbye to the village and head off to find himself.
Little guy just wants a nice pack, a good meal, not to die.
intend to emphesize the trap side of kobolds more than the agressive side.
though traps are hard to do as PC
I haven't named her yet but my plan is to play an old Elven Artillerist.
Reaching the end of her 700 year life-span my adventurer fears that a past sin has barred her entrance into the Elven heaven of Avander. Refusing to be forsaken, and her soul left out of the cycle of reincarnation, she has set out to find the ultimate staff to plane shift her to heaven. Spending the majority of her life as a wood carver, her vast knowledge of wands, rods, and staves comes in handy on the battlefield. She often comes across as bitter when talking to others even if she considers them her friend. However this tough exterior hides a motherly personality just below the surface.
I'm really looking forward to playing her in my next campaign!
Ice Berg - Half Orc Barb 1/Arti 2
Former arena fighter turned adventurer, likes to make his own weapons because they look better than off the shelf items. Always dressed well, always looks great, always ready to break people.
Thematically thinking of taking Battlesmith at Arti 3, but having trouble deciding at this stage!
From Within Chaos Comes Order!
well my first instinct once i first saw the UA artificer so many years back was to create an chef who casts spells via cooking, and oh boy did i make that back in like 2018-2019 when revisited artificer first came out:
his name was bevyn, he was an chef, alchemist and schollar working at some place called the black tower that was some kind of spellcasters guild in waterdeep. During his character creation tho, i merged him with an fighter concept i had for an mideval gunman, which lead to him also going arround shooting people with an hand crossbow, having vague crimes in his backstory and having this ideology of seing trust as an valued resource that could be earned and spent, and he was friends with moryn (an character played by my friend), an changelling back in the day when changelings got tool expertise, who was an even more strange character who had escaped an evil sadist death cult an as an result moryn really did not like healing magic (but had no problem when i cast cure wounds on him becuase i cast it in the form of cookies or bacon)
ah yes, moryn started as an rouge, multiclassed into wizard, but his spells were cast via cooking just like my artificer, only his character did not know why his cooking produced strange effects (unlike my character who had basically taken wizard spells and reverse-engineered cooking recepies that affected the weave in exactly the same way) and basically unseen servant and find familliar were just him cooking food that smelled so good that extraplanar entities came to eat it (but bevyn did have an thesis that it had something to do with the cooking and the heat of an bonfire also created small dimensional rifts).
anyways bevyn was really fun, he had an hand crossbow he treated as an gun and cast arcane weapon on so he could deal so much damage, he also made his hand crossbow an grappling hook, his roomate (not moryn diffrent wizard and workmate at the spellcasters guild) was also there, he adopted an street urchin by giving him like 10 gp becuase we got starting equipment AND starting gold and i just threw him at me roomate.
these two characters were planned to make cameoes in an campaign run by moryns player but never made it, and moryn did show up breifly in an campaign of mine as the chef at a school that teaches magic.
anyways nowadays i am thinking of making like a dwarf alchemist who brews unhealthy amounts of magic booze and an bard who is not an bard but actually an 6th level artificer since artificers get tool expertise (making them good at musical instruments as well since those are tool proficiency) and the ability to use any item that bears one of their artificer infusions as an spell casting focus, i can infuse a pair of non magical wind instruments to make them pipes of haunting and therefor making an pair of instruments my spellcasting focus, becuase oh boy will that be great and will also let my explore the more academic uses of magic.
also i have always toyed with the idea of an artillerist who is an rapper and his arcane turret is an boombox and his enhanced arcane focus, or arcane firearm as it is called nowadays is an microphone and he casts spells like thunder wave, thunderclap and shatter, this is of course not exclusive to the idea of an bard artificer above, just wanted to say it.
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Doza Dunben is a rock gnome Artillerist. She's been obsessed with building airships since she was a kid, as her father built airships professionally. After her father's death, she learned that he had secretly spent his life studying magic, and building devices far stranger than airships. Continuing and building off of her father's work, she became an adventurer, using her tinkered machines to do good in the world. Personality wise, she's kind of a stereotypical "mad inventor" type. Good-natured, but completely off her rocker. I'd have the specifics of her personality and inventions ironed out more, but I haven't played her yet (I start in three weeks), and I have to transition her over from UA to RFTLW, and to do so I need to borrow the book from my DM. I'll post an update after the next session (I missed our group's first session.)
Battlesmith for an ArtBarb is a great choice! Artillerist could work too.
I've finally finished the last couple of tweaks, and I've been waiting for a thread like this to show up!
Kayde Calamity - Mark of Making Human Artillerist
Background: Kayde never knew his parents. He was found by a dwarven man wandering through a marketplace during his meal break, abandoned in a small produce basket. The dwarf saw a small, emaciated but otherwise unharmed, baby boy. He had a strange glyph on his chest, faintly glowing and pulsing with his tiny heartbeat. The dwarf acted quickly, bundled up the boy in the basket, excused himself from working in the mines for the rest of the day, and brought the boy home. The once-single and lovely mountain dwarf now had a companion. Someone he could take care of. And he jumped right into fatherhood. Kayde was the name his father finally settled on (before he could talk, he was always humming, so the dwarf was calling the baby "Kaydence" and eventually shortened it to just Kayde). Kayde was always so curious about his father's work - a dwarven miner in a mountainous mining town is always bringing home all kinds of interesting and ancient-looking things, and had his own smithing and tinkering projects he'd work on from time to time to make a little extra money.
Once gunpowder and black powder had made their way through the trade routes to Berndell, Kayde's father, Vander, was elated at the potential prospects of this and went straight to experimentation. From small fireworks and smoke bombs to more advanced methods of mining, Vander made quite a name for himself as an inventor, and Kayde was his proud, up-and-coming apprentice. This town found out about the invention of firearms the hard way owhen a militia force from the Red Oak Bastion stormed through Berndell, toting these long, metal contraptions that they kept stuffing with gunpowder. Though scared from the initial shock of these intrusions, the now curious and precocious 17-year old found himself utterly fascinated by the weapons, and took to trying to recreate them in his spare time.
This is around when Kayde started feeling some strange sensations. Sometimes, after long tinkering and smithing sessions, the glyph that was embedded in his chest, right over his heart, would start to pinch and burn. He chalked it up to indigestion or overstimulation. But sometimes, as he worked, he'd go to reach for a tool and it'd already be resting next to him, as if someone had placed it there for him. Or when his clothes would tear or smudge, he'd start to inspect the damage and it would close up and fix itself right before his eyes. Kayde began to further hone his crafting skills as well as these budding magical talents when tragedy struck. The mine his father still worked in from time to time had completely collapsed. They'd continued to hollow out and dig in search for potential deposits that could yield gunpowder ingredients when the whole thing caved in, snuffing out dozens of miners, and Vander, along with them. Kayde was left completely bereft and grieving, and eventually isolated himself away, halting the tinkering business his father had started for many months. Eventually, Kayde had had enough; he sold the property he shared with his father, packed up his tools and belongings, and made his way on foot to Red Oak Bastion to enlist himself in their military force as an engineer. Kayde knew his father wouldn't want him to wallow in puddles of tears - there was too much life to live and too much still left to learn and make. Kayde dedicated himself to his work, crafting newer and better weapons and supplies, and even found a way to use his newfound arcane prowess to create special magical turrets that helped guard their bases.
Who knows where adventure may find him? All he knows is that he's got his handy Rascal Repeater pistol on one hip, and a carefully crafted wand with his father's name carved in Dwarvish sigils on the other.
Update on Doza: Finished her character sheet. Didn't really need to change much. As I said, she's a shipwright and a pilot, and she is very protective of her airship. Very protective. Also, she's kind of explosion/trigger happy, though she tends to have a certain aversion to fire due to the volatility of the gasses in airships (instead of using Eberron elemental airships, the airships in our campaign are more like zeppelins.) Not a phobia, more of an elevated caution. She's fourth level and her infusions are Enhanced Armor, Repeating Shot, Alchemy Jug, and Bag of Holding. Also, I took the Magic Initiate (Wizard) feat because Artificers don't get a lot of offensive spells. She's currently working for the Elven Navy, as the world is currently preaking into war and the Gnomes are long-time of the Elves. Also, for some reason her best friend is a Shadow Elf Rogue (swashbuckler). I don't know either. I'm playing her next week.
Tiefling Artificer [Artillerist]
Felicity Grey, who for her childhood lived in a magic pawn shop with her mom[human], dad[tiefling], and older brother. Always wanted to be an adventurer like all those who visited the shop, and was fascinated with magic items. Died at 10 after a plague hit the land which killed all children[the plot of our campaign] was shortly thereafter resurrected by mysterious means, essentially adopted[stolen] by a noblemen and placed into the noble house of Grey. Strictly and rigorously trained for to fulfill a prophecy along side 4 other children who underwent the same death and resurrection.
[I took a break from dnd for a few weeks, so this is the filler for why she wasn't with the group during their first mission] While the group left for their first real mission, Felicity went on her own side quest to obtain the materials she needed to build her turrets and all her other gear. All of her class spells come from gems that she wears on a charm necklace, and can be switched out for different spells/gems during a long rest. There is also a key in the center of the necklace [mystery key infusion]. Her turrets take the form of bracelets while not activated. Obsidian for protector. Fire Opal for flame thrower. Silver band engraved with arrows for ballista.
Given all of her artisan tool proficiencies she's made everything she wears/carries around herself.
Given her childhood wish of being an adventurer she's really skeptical of the prophecy. When she was younger she made is known she was skeptical of anything and everything around her even being real. After dying she was sure this was some sort of afterlife. Years later she's quiet about this still brewing skepticism, takes everything at face value but still has underlying doubts about her reality.
wait so is your character over or under the age of 18?
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Over, she's 21 now. Our first session was all of our characters as children and what they went through with the death/resurection/kidnapping. Then by the second session there was a ~10 year time skip. I suppose I made it out on accident like she was a rather overly skilled 10 year old, lmao.
A build I have prepared for the next campaign my group is about to do, so unfortunately, I haven't gotten to really flesh her out yet.
Tanwyn "Tan" Calida. Fire Genasi Artillierist Artificer X/ Forge Cleric 2. Her name is a welsh name meaning "holy fire" which plays well with the forge cleric bit, and her last name is a hispanic name meaning "hot", which also forms a pun with her nickname becoming a spanish phrase meaning "so hot". She's a master crafter of anything and always has a way to buff her allies while burning down her enemies. Even though she's a forge cleric, she's more of a light fighter, preferring cantrips and ranged attacks (i.e. crossbows) to smacking people. She is an artillerist after all. I've even decided to flavor her casting ranged attack spells as her loading special "arcane bullets/bolts" into her weapon and firing them.
I'm really excited to see where this takes me.
Kaizo a kobold artillerist. Even among other kobolds Kaizo was talented at setting traps. While tunneling to expand their den Kaizo and some of his fellow kobolds accidentally entered a wizard's lair booby trapped to the brim. After setting off many traps only Kaizo remained alive albeit with a missing arm. Dazed and bleeding out Kaizo had scribbled some notes on scrap paper about improvements he would make to the traps he encountered before passing out. The wizard arrived shortly after when his alarms had went off. Impressed by Kaizo's natural genius he saved him and taught him how to tinker with magic. After some time has passed his mentor disappeared. Kaizo sets out on a journey to find his beloved master to whom he is indebted greatly.
I honestly love the flavor of the artificer and how you can reskin so much of the features.
Your secret is safe with my indifference - Percy
A lost arm is no laughing matter, but gods is that imagery hilarious.
Just... You're dying and your final thought is roast your killer's mechanic skills using the blood they caused to shed. What a powermove, they're a goddamn legend.
I wanted to convey his obsessive behavior. Like someone who is curious and has a strong urge to build and improve upon things he finds. It's honestly so fun because I like taking underused spells like rope trick or grease and find an optimal play style with low level spells. I also with some time and a tool check can make simple traps like those in the UA about Traps.
Your secret is safe with my indifference - Percy
Emilee Mancinella (Mark of making human) (izzet engineer) Artilarist/Battlesmith (I haven't decided yet, Artilarist has them nice spells, but battlesmith has that nice SAD)
- the race and background combo applied were approved by my gm for the homebrew world. They are essentially just setting neutral-flavored.
She lost an arm in a lab accident, (thus explaining her 8 strength score). She pathologically lies about how she lost her arm.
Current favorites.
Bees (somber look) Bees.
What missing arm? (Insists it is actually just invisible, displaying its invisibility via mage hand)
Oh god! When did that happen (gestures to the missing limb), Who stole my arm! I want it back!
General attitude is friendly and happy in a way that is clearly an act, with undertones of "i only act this way because society wants me too"
Goals are to find evidence to clear her name of responsibility for the lab accident that took her arm and the lives of the rest of the research lab she worked at.
Maybe eventually make a replacement arm out of bees?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I'm going with the classic rock gnome artificer, a relatively young gnome woman named Gloria Goldmouth. She's the next in line to inherit her family's alchemical shop, "Goldmouth's Medicinal Menageries", or was, until a caravan venture went horribly wrong; Bandits ambushed them, killing most of her employees, (and more importantly) taking all of her merchandise, as well as holding her captive to use as a doctor. She eventually escaped after a month or so by setting the bandit leader's beard on fire with some random scrap-metal toy she built. With all of her ingredients and product now used up by rowdy bandits, she endeavors to make enough money to rebuild her family's legacy... even if it means selling literal snake-oil.
It's ok Ranger, you'll always be cool to me.. Unless druid gets another use for its wild shape charges.