It's called Innovator, and if you haven't guessed, it's focus is on being that cutting edge architect who is pushing the boundaries of what is possible today by creating the tomorrow. Their crafts would be better, but less reliable than those of their peers. They're making things that have only ever been dreamed of and by the time they reach the end of the class, they have learned to stabilize, or at least relatively so, their inventions.
Somehow expanding on the concept of infusions, allowing more innovative and creative thought to be put into crafting an item could be done.
An alternative idea along the same line of thought is the Upgrader, who focuses on improving upon what we have today rather than finding something new.
Siege Engineer & Shambler are 2 other ideas that are literally just thoughts. The Shambler is a jack-of-all-trades craftsman who can quickly produce an item to solve an issue, but it breaks down after only 1 use/isn't permanent and is even potentially hazardous to use. The Siege Engineer is a tad self-explanatory in that they focus on using siege engines, possibly even having miniaturized version of their favored sort. I really like the idea of a character having a go-kart sized ballista on hand, possibly as some sort of pet like the Iron Defender.
I actually came up with the last 2 as I was typing this message out, so uhhh, they might not be that great an idea.
The Cartogramancer: they get proficiency with cartographer's tools and specialize in both finding and getting to things.
The Couturier or Tailor: they get proficiency with weaver's tools and specialize in making sure that their party is outfitted with exactly the right clothes or spells for a situation.
The Engineer: they get proficiency with mason's or carpenter's tools and specialize in changing the environment and or battlefield.
The Muralist: they get proficiency with painter's supplies and specialize in altering other's perception and/or reality.
The Ring Smith: they get proficiency with jeweler's tools, can craft jewelry (not necessarily a ring) of power and specialize in buffing and/or using their allies.
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Bark side up, bark side down, it really, truly does not matter.
Dimensional Architect: An expert in parallel dimensions, Subclass Features would include stuff that puts creatures in different dimensions, both to harm them and to help them. He could open portals to different dimensions that do different things. One would be something like a Demiplane or Mordenkainen's Magnificient Mansion in which you could take rests. Another could open to a pretty dangerous dimension that harms people near the gate.
I've got a few more ideas for the subclasses for the Artificer since creating this thread. One of them is a "pictomancer" who draws/paints objects into existence, but I'm not sure exactly how to execute that. The next is a Runecarver, and again I don't know exactly how to do this, but both seemed like cool ideas.
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Please check out my homebrew, I would appreciate feedback:
I've got a few more ideas for the subclasses for the Artificer since creating this thread. One of them is a "pictomancer" who draws/paints objects into existence, but I'm not sure exactly how to execute that. The next is a Runecarver, and again I don't know exactly how to do this, but both seemed like cool ideas.
Both cool Ideas, but the artistic aspects scream bard to me. But some illusions caused by pictures would be pretty cool.
I've got a few more ideas for the subclasses for the Artificer since creating this thread. One of them is a "pictomancer" who draws/paints objects into existence, but I'm not sure exactly how to execute that. The next is a Runecarver, and again I don't know exactly how to do this, but both seemed like cool ideas.
For a "pictomancer," you just need to load the subclass up with illusion spells as well as passwall. The subclass features could then focus on manifesting your art as temporary alterations to reality. It steps on the toes of the illusionist a bit, but I think the base classes are different enough for it to work.
For a Runecarver, I think any artificer class (except the alchemist) could be reflavored as that provided you are referring to runic inscriptions on small or wearable objects. If you are talking about big environmental effects or AoEs, then a subclass that focuses on inscriptions and glyphs of warding the same way the alchemist focuses on elixirs and restoration spells is probably the way you want to go.
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Bark side up, bark side down, it really, truly does not matter.
I've got a few more ideas for the subclasses for the Artificer since creating this thread. One of them is a "pictomancer" who draws/paints objects into existence, but I'm not sure exactly how to execute that. The next is a Runecarver, and again I don't know exactly how to do this, but both seemed like cool ideas.
For a "pictomancer," you just need to load the subclass up with illusion spells as well as passwall. The subclass features could then focus on manifesting your art as temporary alterations to reality. It steps on the toes of the illusionist a bit, but I think the base classes are different enough for it to work.
For a Runecarver, I think any artificer class (except the alchemist) could be reflavored as that provided you are referring to runic inscriptions on small or wearable objects. If you are talking about big environmental effects or AoEs, then a subclass that focuses on inscriptions and glyphs of warding the same way the alchemist focuses on elixirs and restoration spells is probably the way you want to go.
Alchemist can be reflavored that way too. Both potions and scrolls are single use magic items so change experimental elixir from some temporary potions every day to temporary scrolls every day then it works pretty well.
You'd still have the conceptual hurdle of having random scrolls every day but as I've been told repeatedly that's somehow explained by the feature being named "experimental" and is (somehow) not in fact annoying as hell. I have yet to be convinced that that is indeed an acceptable explanation but I won't be getting into that in this thread as that'd be a massive derailment.
I've got a few more ideas for the subclasses for the Artificer since creating this thread. One of them is a "pictomancer" who draws/paints objects into existence, but I'm not sure exactly how to execute that. The next is a Runecarver, and again I don't know exactly how to do this, but both seemed like cool ideas.
For a "pictomancer," you just need to load the subclass up with illusion spells as well as passwall. The subclass features could then focus on manifesting your art as temporary alterations to reality. It steps on the toes of the illusionist a bit, but I think the base classes are different enough for it to work.
For a Runecarver, I think any artificer class (except the alchemist) could be reflavored as that provided you are referring to runic inscriptions on small or wearable objects. If you are talking about big environmental effects or AoEs, then a subclass that focuses on inscriptions and glyphs of warding the same way the alchemist focuses on elixirs and restoration spells is probably the way you want to go.
Okay, the illusion and passwall suggestions are great ideas, thanks! I'll try to think through that a bit more. Maybe they could paint an animal companion into existence, or something like that?
Yeah, runecarver could be a reflavored artificer, but I would like a subclass completely devoted to it. It could have a feature like the Alchemist's Experimental Elixirs that give giant-themed abilities, and stuff like that. Thanks for the ideas again!
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Please check out my homebrew, I would appreciate feedback:
Construct Creator. I really like the Battlesmith gets a Steel Defender, and at 5th level Artificers get a Homunculus, but I want more. My subclass would create/summon a multitude of constructs based on their level.
I have an Artificer named Bug who uses little steampunk-esque insect robots to carry out his spells, a. rhino beetle steel defender, and a wasp homunculus. More little constructs around me would be a lot of fun.
My terrible idea, low on my list of ideas to flesh out:
The Unearned Arcanist
The PC has a supplier of single use magic items representing their spell slots for the level manifested at level up (a 1-week downtime rest).
Calculating out the number of spell slots of each level spent between level-ups, the character starts the level with all of the spells they will cast manifested into single use magic items. They don't choose how to spend slots as they go along, so their flexibility is sacrificed for how they pace their casting.
They can blow through all of their spell slots in the first encounter or carry over unused spells to the next level. If they start the level dumping all level 3 spell slots into counterspell, but they need a fireball, they're out of luck. But if they have counterspells left over at the next level, they take those counterspells with them and use the next levels level 3 slots on other spells.
Obviously lots of problems with the concept, the first of which outshining other party members in certain encounters and the long slog after using their final spell slot.
Story-wise, this might be the sibling of a less adventure oriented NPC at home inventing magical stuff for you; a trust-fund adventurer who spends their cash installments on magic items (the Tarry Darlington concept); or a rogue whose contacts point them towards arcane targets during the downtime between levels (presuming that there *is* downtime between levels).
At some point I want to take a crack at balancing and testing this idea.
Could someone help me make a homebrew subclass thats kind of like the Artificer Mechanist, but the person can drive the Mechanical Creation like a Mech suit. My friend wants to play as a Lore-friendly Tau in our DnD campaign but I have Zero clue how to homebrew a subclass.
Could someone help me make a homebrew subclass thats kind of like the Artificer Mechanist, but the person can drive the Mechanical Creation like a Mech suit. My friend wants to play as a Lore-friendly Tau in our DnD campaign but I have Zero clue how to homebrew a subclass.
No need really, the Armorer Subclass already exists. It is in UA currently, but the official version will be released next week in the upcoming Tasha’s book which is available now for preorder.
is that part of one of the books we have to buy to use the class? bit tight on funds now so i was hoping for a homebrew version we could use until then.
Tell your friend to make an Artificer with the UA Armorer subclass. That subclass is currently free, and if he makes that character before Tasha's Cauldron drops he can keep the UA Armor subclass provided he never changes it.
is that part of one of the books we have to buy to use the class? bit tight on funds now so i was hoping for a homebrew version we could use until then.
If you purchase any Artificer subclass from any book, it will also automatically unlock the base class by default, yes. Currently available for purchase are the first three subclasses listed in Eberron: Rising, but the Armorer subclass is not among them. If I recall, any of those subclasses can be purchased for 2$-3$ USD.
If you wait until Tasha’s Cauldron of Everything is officially released you will be able to purchase just the Armorer subclass, which should also unlock the full base class as well. That subclass should also cost no more than the usual 2$ that most a la carté purchases from DDB cost. (The Artificer Inusions that were specifically listed in Eberron: Rising might not be included with this subclass I honestly do not know. if they are not, purchasing any one of the Eberron subclasses will certainly unlock those for you and your player.)
To see the current* iteration of the Armorer Subclass, you can follow this link:
The way it is presented your player could basically choose between piloting the equivalent of either an XV-8 Crisis Suite, or an XV25 Stealth Suit. And they get to change their minds daily if they want so they can pick the tool best suited to serving The Greater Good in any situation. After all, that’s part of being a good Commander. Just like Shas'O Vior'la Shovah Kais Mont'yr would tell them if they had his engram chip implanted. 😉
*Expect some things to change between that version and the official one (don’t ask me what), they usually tone things down a bit before the official publication.
Tell your friend to make an Artificer with the UA Armorer subclass. That subclass is currently free, and if he makes that character before Tasha's Cauldron drops he can keep the UA Armor subclass provided he never changes it.
If they can, do this.^^^
I honestly did not know it was possible to make an Armorer character without having unlocked the base class first.
I had the idea of one.
It's called Innovator, and if you haven't guessed, it's focus is on being that cutting edge architect who is pushing the boundaries of what is possible today by creating the tomorrow. Their crafts would be better, but less reliable than those of their peers. They're making things that have only ever been dreamed of and by the time they reach the end of the class, they have learned to stabilize, or at least relatively so, their inventions.
Somehow expanding on the concept of infusions, allowing more innovative and creative thought to be put into crafting an item could be done.
An alternative idea along the same line of thought is the Upgrader, who focuses on improving upon what we have today rather than finding something new.
Siege Engineer & Shambler are 2 other ideas that are literally just thoughts. The Shambler is a jack-of-all-trades craftsman who can quickly produce an item to solve an issue, but it breaks down after only 1 use/isn't permanent and is even potentially hazardous to use. The Siege Engineer is a tad self-explanatory in that they focus on using siege engines, possibly even having miniaturized version of their favored sort. I really like the idea of a character having a go-kart sized ballista on hand, possibly as some sort of pet like the Iron Defender.
I actually came up with the last 2 as I was typing this message out, so uhhh, they might not be that great an idea.
The Cartogramancer: they get proficiency with cartographer's tools and specialize in both finding and getting to things.
The Couturier or Tailor: they get proficiency with weaver's tools and specialize in making sure that their party is outfitted with exactly the right clothes or spells for a situation.
The Engineer: they get proficiency with mason's or carpenter's tools and specialize in changing the environment and or battlefield.
The Muralist: they get proficiency with painter's supplies and specialize in altering other's perception and/or reality.
The Ring Smith: they get proficiency with jeweler's tools, can craft jewelry (not necessarily a ring) of power and specialize in buffing and/or using their allies.
Bark side up, bark side down, it really, truly does not matter.
Dimensional Architect: An expert in parallel dimensions, Subclass Features would include stuff that puts creatures in different dimensions, both to harm them and to help them. He could open portals to different dimensions that do different things. One would be something like a Demiplane or Mordenkainen's Magnificient Mansion in which you could take rests. Another could open to a pretty dangerous dimension that harms people near the gate.
I've got a few more ideas for the subclasses for the Artificer since creating this thread. One of them is a "pictomancer" who draws/paints objects into existence, but I'm not sure exactly how to execute that. The next is a Runecarver, and again I don't know exactly how to do this, but both seemed like cool ideas.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Both cool Ideas, but the artistic aspects scream bard to me. But some illusions caused by pictures would be pretty cool.
For a "pictomancer," you just need to load the subclass up with illusion spells as well as passwall. The subclass features could then focus on manifesting your art as temporary alterations to reality. It steps on the toes of the illusionist a bit, but I think the base classes are different enough for it to work.
For a Runecarver, I think any artificer class (except the alchemist) could be reflavored as that provided you are referring to runic inscriptions on small or wearable objects. If you are talking about big environmental effects or AoEs, then a subclass that focuses on inscriptions and glyphs of warding the same way the alchemist focuses on elixirs and restoration spells is probably the way you want to go.
Bark side up, bark side down, it really, truly does not matter.
Alchemist can be reflavored that way too. Both potions and scrolls are single use magic items so change experimental elixir from some temporary potions every day to temporary scrolls every day then it works pretty well.
You'd still have the conceptual hurdle of having random scrolls every day but as I've been told repeatedly that's somehow explained by the feature being named "experimental" and is (somehow) not in fact annoying as hell. I have yet to be convinced that that is indeed an acceptable explanation but I won't be getting into that in this thread as that'd be a massive derailment.
SCIENTIST!!!!!
can discover secrets of the universe!
I am an average mathematics enjoyer.
>Extended Signature<
Okay, the illusion and passwall suggestions are great ideas, thanks! I'll try to think through that a bit more. Maybe they could paint an animal companion into existence, or something like that?
Yeah, runecarver could be a reflavored artificer, but I would like a subclass completely devoted to it. It could have a feature like the Alchemist's Experimental Elixirs that give giant-themed abilities, and stuff like that. Thanks for the ideas again!
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Construct Creator. I really like the Battlesmith gets a Steel Defender, and at 5th level Artificers get a Homunculus, but I want more. My subclass would create/summon a multitude of constructs based on their level.
I have an Artificer named Bug who uses little steampunk-esque insect robots to carry out his spells, a. rhino beetle steel defender, and a wasp homunculus. More little constructs around me would be a lot of fun.
There are a few spells that can let you do that, like Tiny Servant and Animate Objects.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
My terrible idea, low on my list of ideas to flesh out:
The Unearned Arcanist
The PC has a supplier of single use magic items representing their spell slots for the level manifested at level up (a 1-week downtime rest).
Calculating out the number of spell slots of each level spent between level-ups, the character starts the level with all of the spells they will cast manifested into single use magic items. They don't choose how to spend slots as they go along, so their flexibility is sacrificed for how they pace their casting.
They can blow through all of their spell slots in the first encounter or carry over unused spells to the next level. If they start the level dumping all level 3 spell slots into counterspell, but they need a fireball, they're out of luck. But if they have counterspells left over at the next level, they take those counterspells with them and use the next levels level 3 slots on other spells.
Obviously lots of problems with the concept, the first of which outshining other party members in certain encounters and the long slog after using their final spell slot.
Story-wise, this might be the sibling of a less adventure oriented NPC at home inventing magical stuff for you; a trust-fund adventurer who spends their cash installments on magic items (the Tarry Darlington concept); or a rogue whose contacts point them towards arcane targets during the downtime between levels (presuming that there *is* downtime between levels).
At some point I want to take a crack at balancing and testing this idea.
My current character is a skeleton that uses bones instead of metal or what not I might make an actual subclass so any ideas would be cool
Nerd Immersion and a few others have cooked up osteomancy (bone magic) classes and abilities. It might be worth checking out.
Could someone help me make a homebrew subclass thats kind of like the Artificer Mechanist, but the person can drive the Mechanical Creation like a Mech suit. My friend wants to play as a Lore-friendly Tau in our DnD campaign but I have Zero clue how to homebrew a subclass.
No need really, the Armorer Subclass already exists. It is in UA currently, but the official version will be released next week in the upcoming Tasha’s book which is available now for preorder.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
is that part of one of the books we have to buy to use the class? bit tight on funds now so i was hoping for a homebrew version we could use until then.
Tell your friend to make an Artificer with the UA Armorer subclass. That subclass is currently free, and if he makes that character before Tasha's Cauldron drops he can keep the UA Armor subclass provided he never changes it.
Please do not contact or message me.
If you purchase any Artificer subclass from any book, it will also automatically unlock the base class by default, yes. Currently available for purchase are the first three subclasses listed in Eberron: Rising, but the Armorer subclass is not among them. If I recall, any of those subclasses can be purchased for 2$-3$ USD.
If you wait until Tasha’s Cauldron of Everything is officially released you will be able to purchase just the Armorer subclass, which should also unlock the full base class as well. That subclass should also cost no more than the usual 2$ that most a la carté purchases from DDB cost.
(The Artificer Inusions that were specifically listed in Eberron: Rising might not be included with this subclass I honestly do not know. if they are not, purchasing any one of the Eberron subclasses will certainly unlock those for you and your player.)
To see the current* iteration of the Armorer Subclass, you can follow this link:
https://media.wizards.com/2020/dnd/downloads/UA2020-Subclasses03_0224.pdf
The way it is presented your player could basically choose between piloting the equivalent of either an XV-8 Crisis Suite, or an XV25 Stealth Suit. And they get to change their minds daily if they want so they can pick the tool best suited to serving The Greater Good in any situation. After all, that’s part of being a good Commander. Just like Shas'O Vior'la Shovah Kais Mont'yr would tell them if they had his engram chip implanted. 😉
*Expect some things to change between that version and the official one (don’t ask me what), they usually tone things down a bit before the official publication.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
If they can, do this.^^^
I honestly did not know it was possible to make an Armorer character without having unlocked the base class first.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting