As artificers are the most recent official class to make their way to 5e, they have the least amount of official subclasses. There have been 2 subclasses in unearthed arcana that aren't published yet, as the Armorer and Archivist subclasses, but I was wondering what ideas other people have had for artificer subclasses that they didn't ever make. I recently made a chronoturgist, which is based off of doctor who with a mix of dunamancy spells in it. If anyone has any other ideas for the subclasses that could likely make its way into 5e, what would it be?
I can currently think of 2 ideas:
Botanist. You breed plants, infuse them with alchemical mixtures possibly, have some druid spells, and possibly a plant animal companion.
Vehiculist. You create land vehicles similar to cars or motorcycles, like from Baldur's Gate: Descent into Avernus, and you can create different action stations on the vehicles, and other such abilities.
Any ideas you have would be appreciated.
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It's only half baked, but I had an idea for an artificer that specializes in planar tracking that's loosely inspired by the Men in Black series. Basically their abilities revolve around them being able to search out creatures or objects that come from or have had contact with different planes, neutralize/contain them, and try and make it seem as though the threat was never there in the first place.
Okay, so kind of a planescape version of the artificer. That makes sense, there's a lot of planescape related subclasses coming out recently for the other classes. It does sound a lot like the Horizon Walker Ranger, but I'm not a firm believer in "if something like it already exists in a different subclass, it isn't allowed to exist."
What would you call it?
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Please check out my homebrew, I would appreciate feedback:
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Now the name, I've kinda struggled with. The ones I have right now are "Planar Tracker" and "Planar Investigator", but they're both kinda lame so I'm trying to see if I can come up with something else.
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I also saw someone who had an idea about a tribal Artificer who makes buff beacons, like a totemic staff they can plant that gives all friendliest in a bubble buffs. IMHO it sounded like a cooler idea for a “crafting Druid” with an alternative use for Wild Shape, but since I remembered it, I thought I would mention it.
Hey, you saw my idea. I am actually even getting to test it as a player! Already, some minor revisions have been made.
Nice! I really liked your "Precisionist" artificer subclass. If I was making something like it in my games, I certainly would make some changes, but you did a good job.
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I also saw someone who had an idea about a tribal Artificer who makes buff beacons, like a totemic staff they can plant that gives all friendliest in a bubble buffs. IMHO it sounded like a cooler idea for a “crafting Druid” with an alternative use for Wild Shape, but since I remembered it, I thought I would mention it.
Yeah, a crafting tribal warrior seems more druid or ranger subclass than artificer to me. I mean, the idea sounds cool, just not as an artificer.
I would really like a botanist artificer that could be flavored this way.
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Hey, you saw my idea. I am actually even getting to test it as a player! Already, some minor revisions have been made.
Nice! I really liked your "Precisionist" artificer subclass. If I was making something like it in my games, I certainly would make some changes, but you did a good job.
Hey, you saw my idea. I am actually even getting to test it as a player! Already, some minor revisions have been made.
Nice! I really liked your "Precisionist" artificer subclass. If I was making something like it in my games, I certainly would make some changes, but you did a good job.
Thanks, do you want to see the updated version?
Sure!
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Please check out my homebrew, I would appreciate feedback:
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The Precisionist is a master of the mechanics of sending various things down range. Able to create unique forms of ammunition, they are equally adept with the weapons that use them. No matter the situation, they are able to craft ammunition tailored to the task. Eventually they can even learn to craft a device to augment that skill, to the point of sending even themselves over distances. That enables them to be in the right place to make the most out of their specialized ammunition, and then get back out again before it's too late.
Tool and Weapon Proficiencies
When you adopt this specialization at 3rd level, you gain proficiency with jeweler's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. In addition, you gain proficiency with hand crossbows, heavy crossbows, and longbows.
Precisionist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Precisionist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
At 3rd level, you know how to turn a Wand or Crystal into your Precisionist's Scope, a conduit for your ranged spells, as well as an aid to your ranged attacks. When you finish a long rest, you can use either tinker's tools or jewelers' tools to modify a wand or crystal, and thereby turn it into your precisionist's scope. The modifications cease to function and fall apart if you later create a different scope, otherwise the modifications last indefinitely.
As an action, you can attach your precisionist's scope to any bow, crossbow, or firearm you are wielding. You gain a +2 bonus to ranged attacks made with that weapon as long as your scope is attached. You can later detach your scope again as an action.
As long as your precisionist's scope is attached to a ranged weapon with the ammunition property, you can use either the scope, or the weapon it is attached to as a spellcasting focus for your artificer spells.
Either the original spellcasting focus or the scope, but not both, can hold a bonus such as those conferred by the Enhanced Arcane Focus infusion. Any bonuses to either also apply to the attached weapon whenever it is used as a Spellcasting focus.
Specialized Ammunition
Beginning at 3rd level, whenever you finish a long rest, you can magically produce a piece of specialized ammunition out of a piece of nonmagical ammunition you touch. Roll on the Specialized Ammunition table for the ammunition's effect, which is triggered when someone uses the ammunition.
Creating specialized ammunition requires you to have Tinker's Tools on your person. Each new piece must be made from a different piece of nonmagical ammunition, and each piece of ammunition retains its original ammunition type.
Any ammunition you create with this feature lasts until it is used, or until the end of your next long rest. When you use this feature to create specialized ammunition after a long rest, for each piece you can make, you may instead choose to maintain a piece of specialized ammunitionyou have made previously using this feature.
When you reach certain levels in this class, you can make more specialized ammunition at the end of a long rest: three at 6th level four at 10th level, five at 14th level, and six at 18th level. Roll for the effect of each piece of ammunition separately. Each new piece must be made from a different piece of nonmagical ammunition, and each piece of ammunition retains its original ammunition type.
You can create additional specialized ammunition by expending a spell slot of 1st through 3rd-level for each piece of ammunition. When you do so, you use your action to create the ammunition using a piece of nonmagical ammunition you touch, and you choose the ammunition's effect from the Specialized Ammunition table.
Specialized Ammunition
d6
Effect
1
Concussive. When this piece of ammunition is used, instead of making an attack roll as normal, the user chooses a point within the weapon's range where this ammunition detonates. The detonation creates a burst of thunderous sound that can be heard up to 100 feet away, and each creature within 5 feet of that point, other than you, must succeed on a Constitution saving throw against your artificer spell save DC or be stunned until the end of your next turn.
2
Elemental Ammunition. When you create this piece of ammunition, choose one of the following: Acid, Cold, Fire, Lightning, Poison, or Thunder damage. On a hit, the target takes an additional 1d8 damage of the chosen type from this ammunition.
3
Flechette. When this piece of ammunition is used, instead of making an attack roll as normal, instead each creature in a 15 ft. cone must make a Dexterity saving throw against your artificer spell save DC. On a failed save they take 2d6 piercing damage, or half as much on a successful save.
4
Siege Ammunition. This ammunition deals double damage to objects and structures.
5
Stimulant. A creature hit by this ammunition does not take damage from it. Instead it gains a number of Temporary HP equal to half the total damage it would have taken from this attack (rounded down).
In addition, the target must immediately use its reaction if available to either move up to half it's movement speed, or make a single attack against a target of its choice that it can see within range.
6
Tranquilizer. A creature hit by this ammunition takes no damage from it. Instead, the creature must make a Constitution saving throw against your artificer spell save DC. On a failed save it gains 2 levels of temporary exhaustion, on a successful save they gain only 1 level of temporary exhaustion. This effect lasts for a number of rounds equal to your Intelligence modifier (minimum 1). If the target would die from exhaustion while under this effect, it instead falls unconscious for the duration.
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Advanced Precisionist’s Scope
Starting at 9th level, you deal additional damage whenever you hit a creature with a ranged attack made with a weapon attached to your precisionist's scope. In addition, you can now use your scope for additional functions:
Whenever you a hit a creature with a ranged-weapon attack made with the weapon you have attached to your precisionist's scope, you deal additional damage equal to your Intelligence modifier (minimum of 1).
You can cast a 2nd-level magic missile, or misty step, without expending a spell slot and without preparing the spells, provided you use either your precisionist's scope, or the attached weapon as the spellcasting focus. You can do so a combined number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Precision Accuracy
By 15th level, you have learned to make other arcane uses for your Precisionist's Scope. You can cast far step and sunbeam without expending a spell slot, without preparing the spells, and without material components, provided you use your Precisionist's Scope, or the attached weapon as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.
I’m still thinking of changing the name back to “Munitionist” though.
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As artificers are the most recent official class to make their way to 5e, they have the least amount of official subclasses. There have been 2 subclasses in unearthed arcana that aren't published yet, as the Armorer and Archivist subclasses, but I was wondering what ideas other people have had for artificer subclasses that they didn't ever make. I recently made a chronoturgist, which is based off of doctor who with a mix of dunamancy spells in it. If anyone has any other ideas for the subclasses that could likely make its way into 5e, what would it be?
I can currently think of 2 ideas:
Any ideas you have would be appreciated.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
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It's only half baked, but I had an idea for an artificer that specializes in planar tracking that's loosely inspired by the Men in Black series. Basically their abilities revolve around them being able to search out creatures or objects that come from or have had contact with different planes, neutralize/contain them, and try and make it seem as though the threat was never there in the first place.
Okay, so kind of a planescape version of the artificer. That makes sense, there's a lot of planescape related subclasses coming out recently for the other classes. It does sound a lot like the Horizon Walker Ranger, but I'm not a firm believer in "if something like it already exists in a different subclass, it isn't allowed to exist."
What would you call it?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
The Doctor?
Ha, no that's my homebrew subclass. They have a sonic screwdriver (resonant focus) and everything.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
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Now the name, I've kinda struggled with. The ones I have right now are "Planar Tracker" and "Planar Investigator", but they're both kinda lame so I'm trying to see if I can come up with something else.
The Spherule Tracker?
The Realm Stalker?
The Magocoligist?
The Planist
The Distant Wanderer?
The Nomadic Spellcrafter?
Please check out my homebrew, I would appreciate feedback:
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Oooh, "Planar Guardian", how does that sound? Cool? Lame?
Something that speaks to “fixing” those spacetime breaches.
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A Planar Continuist?
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A Bombardier, or Saboteur
Focuses on traps, land mines, grenades, and the like.
Hey, you saw my idea. I am actually even getting to test it as a player! Already, some minor revisions have been made.
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I also saw someone who had an idea about a tribal Artificer who makes buff beacons, like a totemic staff they can plant that gives all friendliest in a bubble buffs. IMHO it sounded like a cooler idea for a “crafting Druid” with an alternative use for Wild Shape, but since I remembered it, I thought I would mention it.
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Nice! I really liked your "Precisionist" artificer subclass. If I was making something like it in my games, I certainly would make some changes, but you did a good job.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
Yeah, a crafting tribal warrior seems more druid or ranger subclass than artificer to me. I mean, the idea sounds cool, just not as an artificer.
I would really like a botanist artificer that could be flavored this way.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
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So, the main ideas so far are:
Any others?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
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Thanks, do you want to see the updated version?
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Sure!
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
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The Precisionist is a master of the mechanics of sending various things down range. Able to create unique forms of ammunition, they are equally adept with the weapons that use them. No matter the situation, they are able to craft ammunition tailored to the task. Eventually they can even learn to craft a device to augment that skill, to the point of sending even themselves over distances. That enables them to be in the right place to make the most out of their specialized ammunition, and then get back out again before it's too late.
Tool and Weapon Proficiencies
When you adopt this specialization at 3rd level, you gain proficiency with jeweler's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. In addition, you gain proficiency with hand crossbows, heavy crossbows, and longbows.
Precisionist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Precisionist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Precisionist Spells
3rd
ensnaring strike, hail of thorns
5th
cordon of arrows, Melf's acid arrow
9th
conjure barrage, lightning arrow
13th
dimension door, vitriolic sphere
17th
conjure volley, swift quiver
Precisionist’s Scope
At 3rd level, you know how to turn a Wand or Crystal into your Precisionist's Scope, a conduit for your ranged spells, as well as an aid to your ranged attacks. When you finish a long rest, you can use either tinker's tools or jewelers' tools to modify a wand or crystal, and thereby turn it into your precisionist's scope. The modifications cease to function and fall apart if you later create a different scope, otherwise the modifications last indefinitely.
As an action, you can attach your precisionist's scope to any bow, crossbow, or firearm you are wielding. You gain a +2 bonus to ranged attacks made with that weapon as long as your scope is attached. You can later detach your scope again as an action.
As long as your precisionist's scope is attached to a ranged weapon with the ammunition property, you can use either the scope, or the weapon it is attached to as a spellcasting focus for your artificer spells.
Either the original spellcasting focus or the scope, but not both, can hold a bonus such as those conferred by the Enhanced Arcane Focus infusion. Any bonuses to either also apply to the attached weapon whenever it is used as a Spellcasting focus.
Specialized Ammunition
Beginning at 3rd level, whenever you finish a long rest, you can magically produce a piece of specialized ammunition out of a piece of nonmagical ammunition you touch. Roll on the Specialized Ammunition table for the ammunition's effect, which is triggered when someone uses the ammunition.
Creating specialized ammunition requires you to have Tinker's Tools on your person. Each new piece must be made from a different piece of nonmagical ammunition, and each piece of ammunition retains its original ammunition type.
Any ammunition you create with this feature lasts until it is used, or until the end of your next long rest. When you use this feature to create specialized ammunition after a long rest, for each piece you can make, you may instead choose to maintain a piece of specialized ammunitionyou have made previously using this feature.
When you reach certain levels in this class, you can make more specialized ammunition at the end of a long rest: three at 6th level four at 10th level, five at 14th level, and six at 18th level. Roll for the effect of each piece of ammunition separately. Each new piece must be made from a different piece of nonmagical ammunition, and each piece of ammunition retains its original ammunition type.
You can create additional specialized ammunition by expending a spell slot of 1st through 3rd-level for each piece of ammunition. When you do so, you use your action to create the ammunition using a piece of nonmagical ammunition you touch, and you choose the ammunition's effect from the Specialized Ammunition table.
Specialized Ammunition
1
Concussive. When this piece of ammunition is used, instead of making an attack roll as normal, the user chooses a point within the weapon's range where this ammunition detonates. The detonation creates a burst of thunderous sound that can be heard up to 100 feet away, and each creature within 5 feet of that point, other than you, must succeed on a Constitution saving throw against your artificer spell save DC or be stunned until the end of your next turn.
2
Elemental Ammunition. When you create this piece of ammunition, choose one of the following: Acid, Cold, Fire, Lightning, Poison, or Thunder damage. On a hit, the target takes an additional 1d8 damage of the chosen type from this ammunition.
3
Flechette. When this piece of ammunition is used, instead of making an attack roll as normal, instead each creature in a 15 ft. cone must make a Dexterity saving throw against your artificer spell save DC. On a failed save they take 2d6 piercing damage, or half as much on a successful save.
4
Siege Ammunition. This ammunition deals double damage to objects and structures.
5
Stimulant. A creature hit by this ammunition does not take damage from it. Instead it gains a number of Temporary HP equal to half the total damage it would have taken from this attack (rounded down).
In addition, the target must immediately use its reaction if available to either move up to half it's movement speed, or make a single attack against a target of its choice that it can see within range.
6
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Advanced Precisionist’s Scope
Starting at 9th level, you deal additional damage whenever you hit a creature with a ranged attack made with a weapon attached to your precisionist's scope. In addition, you can now use your scope for additional functions:
Precision Accuracy
By 15th level, you have learned to make other arcane uses for your Precisionist's Scope. You can cast far step and sunbeam without expending a spell slot, without preparing the spells, and without material components, provided you use your Precisionist's Scope, or the attached weapon as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.
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Sorry, I am having a hard time finding what changed since the last version besides some wording rearrangements. What mechanically changed?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
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