I don’t know much about Eberron or what all artificers are defined by. What I would really like to do is make some new subclasses for artificer but I don’t know if the concepts would fit in with the idea of what an artificer is. I was thinking of about 3 different ideas for subclasses, wondering if people would give their opinion on them.
The first is a botanist that cultivates plants using arcane formulas. Second is an entomologist that is an insect hive handler that harvest nectars and silks for creations and use their inventions to command swarms of insects. Third is an arcane tattoo artist that uses living inks (maybe colored oozes) to dye their skin and integrate magical benefits or splashing foes with the ink giving temporary flawed short lasting tattoos. I hope that I’m on the right track or even giving the class an interesting take.
An artificer is a class that creates or improves things and those things are magic now.
The first 2 concepts are a little bit of a theme stretch, but could work. The tattoos idea fits a bit better.
My concern with these ideas is that they would be better off as different classes. The first 2 probably fit ranger better (one even sounds like the swarm keeper UA).
The tattoos sound like Infusions that artificers can make, just a different medium (usually they infuse items, not people). If you create a subclass feature pertaining to the inks or something, then maybe you have something you can work with.
The other two don't sound like artificer themes unless you rework them somehow, like a carpentry bias or something.
Yeah I was thinking I might be off with my idea of the overall theme of what artificers are. Thanks, it saves wasting time on these if they will not get well received or even played. I'll stick to my blood hunters then lol.
I was thinking of a nature subclass, like you get for the Paladin and Cleric Totem Shamen, where each day you can prepare a number of totems. Each has 1 charge, per short rest. you can plant the totem as an action, activating it, and causing an aura effect for 10ft around it. you have a list of different animal totems and their effects. they have ac's and an enemy can "turn them off" by knocking them over. Later levels let you not only prepare more totems, but also stack them into a pole raising their AC, expend their area of effect, and eventually allow you to form them into a magical quaterstaff.
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I don’t know much about Eberron or what all artificers are defined by. What I would really like to do is make some new subclasses for artificer but I don’t know if the concepts would fit in with the idea of what an artificer is. I was thinking of about 3 different ideas for subclasses, wondering if people would give their opinion on them.
The first is a botanist that cultivates plants using arcane formulas. Second is an entomologist that is an insect hive handler that harvest nectars and silks for creations and use their inventions to command swarms of insects. Third is an arcane tattoo artist that uses living inks (maybe colored oozes) to dye their skin and integrate magical benefits or splashing foes with the ink giving temporary flawed short lasting tattoos. I hope that I’m on the right track or even giving the class an interesting take.
Having fun trying to rp more.
An artificer is a class that creates or improves things and those things are magic now.
The first 2 concepts are a little bit of a theme stretch, but could work. The tattoos idea fits a bit better.
My concern with these ideas is that they would be better off as different classes. The first 2 probably fit ranger better (one even sounds like the swarm keeper UA).
The tattoos sound like Infusions that artificers can make, just a different medium (usually they infuse items, not people). If you create a subclass feature pertaining to the inks or something, then maybe you have something you can work with.
The other two don't sound like artificer themes unless you rework them somehow, like a carpentry bias or something.
Gnome Armorist - Artificer Subclass Homebrew
Yeah I was thinking I might be off with my idea of the overall theme of what artificers are. Thanks, it saves wasting time on these if they will not get well received or even played. I'll stick to my blood hunters then lol.
Having fun trying to rp more.
I was thinking of a nature subclass, like you get for the Paladin and Cleric
Totem Shamen, where each day you can prepare a number of totems. Each has 1 charge, per short rest. you can plant the totem as an action, activating it, and causing an aura effect for 10ft around it. you have a list of different animal totems and their effects. they have ac's and an enemy can "turn them off" by knocking them over. Later levels let you not only prepare more totems, but also stack them into a pole raising their AC, expend their area of effect, and eventually allow you to form them into a magical quaterstaff.