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.
how do i get the armorer subclass without buying the books to get artificer?
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.
how do i get the armorer subclass without buying the books to get artificer?
On the “home” tab of the character builder, flip the toggle next to “Playtest Content” to the on position (red, to the right). That will allow you to access anything currently in playtesting. The Armorer falls into that category until next week, so you may have access to the full base class for use with that subclass. I honestly cannot say for sure since I purchased that book. If you can access the Artificer class, then make a 1st level character with it ASAP, and also make a copy of that character, level it up to 3rd level, and add the Armorer subclass ASAP too. Your player can use the first character until they hit 3rd level, and then switch to the second (They will likely not be able to add the subclass anymore themselves because it will have probably been archived by then.)
Do yourself a favor though and don’t use your original Artificers characters. If you have the character slots available, always make a copy of the original to actually use in games. If anything happens to the original, like it accidentally gets deleted or the subclass gets accidentally removed, you won’t be able to do it again after they have been archived.
Apologies, I thought the base artificer class had already been purchased. You would need to have access to the artificer to get ahold of the UA Armorer subclass. if you're looking for a free homebrew subclass from someone else for a different class that mimics the Armorer, you would have to have a subscription to DDB to be able to add that to your collection and use it. Unfortunately, money is going to have to get involved at some point.
I know I'm a bit late to the party on this thread but here's a few ideas that I've made, been working, or thinking about and that haven't been brought up.
Plague Doctor - poisoner's kit/herbalism kit - focuses on healing/curing while dealing poison damage
Elementalist - jeweler's kit - simple enough, just an artificer who tries to control the elements
Necrologist - Leatherworkers tools - In short, the Dr. Frankenstein trope. haven't decided where I'm going with this one, but mostly a necromancy based artificer who either has a flesh golem/zombie companion or manipulates the their own body.
Toymaker - Woodcarver tools - just started working on this one, and not really sure where I'm going with it, but thinking of having it work based on a buffed familiar or use a feature that functions similar to animate objects but scales as they level.
Okay, that necrologist idea is really good, and the accompanying tool proficiency is all kinds of inspired creepy. It would play so well alongside the undead warlock and college of spirits bard that came out in UA a couple months back.
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Bark side up, bark side down, it really, truly does not matter.
I know I'm a bit late to the party on this thread but here's a few ideas that I've made, been working, or thinking about and that haven't been brought up.
Plague Doctor - poisoner's kit/herbalism kit - focuses on healing/curing while dealing poison damage
Elementalist - jeweler's kit - simple enough, just an artificer who tries to control the elements
Necrologist - Leatherworkers tools - In short, the Dr. Frankenstein trope. haven't decided where I'm going with this one, but mostly a necromancy based artificer who either has a flesh golem/zombie companion or manipulates the their own body.
Toymaker - Woodcarver tools - just started working on this one, and not really sure where I'm going with it, but thinking of having it work based on a buffed familiar or use a feature that functions similar to animate objects but scales as they level.
Im already a Plague Doctor using Alchemist!
That necrologist is a cool idea though! Maybe go down the galvanisation route.
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Hjalmar Gunderson, Vuman Alchemist Plague Doctor in a HB Campaign, Post Netherese Invasion Cormyr (lvl20 retired) Godfrey, Autognome Butler in Ghosts of Saltmarsh into Spelljammer Grímr Skeggisson, Goliath Rune Knight in Rime of the Frostmaiden DM of two HB campaigns set in the same world.
In the M:tG world of Innistrad, artificers called Stitchers sew giant zombies augmented with metal glows and multiple heads together. It's pretty cool, and I hope if fwe ever get an Innistrad book, we get a Stitcher subclass.
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A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
In the M:tG world of Innistrad, artificers called Stitchers sew giant zombies augmented with metal glows and multiple heads together. It's pretty cool, and I hope if fwe ever get an Innistrad book, we get a Stitcher subclass.
I actually already wrote a Stitcher subclass for Artificers, just without the multiple heads part.
In the M:tG world of Innistrad, artificers called Stitchers sew giant zombies augmented with metal glows and multiple heads together. It's pretty cool, and I hope if fwe ever get an Innistrad book, we get a Stitcher subclass.
I really like that idea, might need to look into them myself since they sound like it mind be a good baseline to for the necrologist.
In the M:tG world of Innistrad, artificers called Stitchers sew giant zombies augmented with metal glows and multiple heads together. It's pretty cool, and I hope if fwe ever get an Innistrad book, we get a Stitcher subclass.
I actually already wrote a Stitcher subclass for Artificers, just without the multiple heads part.
If you don't mind me asking, I am curious what route you went with it because where I'm currently with the necrologist standing I'm not 100% content with. At the moment to me what I have looks like a reflavoring combo subclass between the Armorer and Battlesmith with more necromantic spells.
In the M:tG world of Innistrad, artificers called Stitchers sew giant zombies augmented with metal glows and multiple heads together. It's pretty cool, and I hope if fwe ever get an Innistrad book, we get a Stitcher subclass.
I actually already wrote a Stitcher subclass for Artificers, just without the multiple heads part.
How might I see this Skabren (the name of the Stitchers from Innistrad) class of yours? I hit the red subclass link and there is only your monk subs there.
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Hjalmar Gunderson, Vuman Alchemist Plague Doctor in a HB Campaign, Post Netherese Invasion Cormyr (lvl20 retired) Godfrey, Autognome Butler in Ghosts of Saltmarsh into Spelljammer Grímr Skeggisson, Goliath Rune Knight in Rime of the Frostmaiden DM of two HB campaigns set in the same world.
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.
I know it's been a while, but I was looking at this thread to see if anyone else had thought of something or if someone had already homebrewed what I was thinking about, and the Ring Smith is pretty close. I was thinking of making a Gem Cutter subclass, but I couldn't think of what kinds of abilities it could have that would make it unique enough. (The gemcutter was more broad than just rings, as gems can be inlaid on any weapon, armor or jewelry.) I like the buff idea, but I'd love to know what people think might be a unique and appropriate set of buffs that this subclass could perform.
Also, I was reading through the rest of the thread and thought of another one: The Trap Setter (working title). Think every kobold ever or Kevin Malone from Home Alone. I think it could work if they have some traps that they take time making, but it's an action or a bonus action to set/ set off.
Working on a Tattooist sub-class for the artificer. Specializing in making the needles for the Magic Tattoos in TCoE. I figure that with the ability to have a large number of attunement slots, I can have a fully tattooed covered dude, making common magic items such as rings, earrings, piercings. and then go around Branding foes (ala Bloodhunter-ish) :)
I helped someone do a rune subclass once, I don’t remember if it was an artificer or not to be honest. Anyway you could maybe build your subclass around etching runes or spells into gems, and then attaching those to nonmagical whatever’s to confer certain properties. Maybe a +1 gem that could go on any weapon, armor or shield. Or a fire gem that adds fire damage to a weapon or resistance to armor or shield, stuff like that. Like basically a sort of doubledown on infusiony type stuff.
Extra infusions would be a nice ability. I always feel like having all the infusions and using them is tough to do because of the limited number of uses. So that's a good idea.
In the M:tG world of Innistrad, artificers called Stitchers sew giant zombies augmented with metal glows and multiple heads together. It's pretty cool, and I hope if fwe ever get an Innistrad book, we get a Stitcher subclass.
I actually already wrote a Stitcher subclass for Artificers, just without the multiple heads part.
How might I see this Skabren (the name of the Stitchers from Innistrad) class of yours? I hit the red subclass link and there is only your monk subs there.
I'm currently work shopping a saboteur subclass with a friend of mine. We're disagreed on how these gadgets would be deployed, but the general agreemen is that it simply builds in the magical tinkering features all artificers get. Using components and crafting times, the saboteur would be able to create a number of deployable devices that would replicate certain spell effects on a diluted scale, with a more precise area of effect and easier DC checks. I liken it to essentially being able to save spell slots by creating weaker machines that replicate those effects.
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how do i get the armorer subclass without buying the books to get artificer?
On the “home” tab of the character builder, flip the toggle next to “Playtest Content” to the on position (red, to the right). That will allow you to access anything currently in playtesting. The Armorer falls into that category until next week, so you may have access to the full base class for use with that subclass. I honestly cannot say for sure since I purchased that book. If you can access the Artificer class, then make a 1st level character with it ASAP, and also make a copy of that character, level it up to 3rd level, and add the Armorer subclass ASAP too. Your player can use the first character until they hit 3rd level, and then switch to the second (They will likely not be able to add the subclass anymore themselves because it will have probably been archived by then.)
Do yourself a favor though and don’t use your original Artificers characters. If you have the character slots available, always make a copy of the original to actually use in games. If anything happens to the original, like it accidentally gets deleted or the subclass gets accidentally removed, you won’t be able to do it again after they have been archived.
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it doesnt come up. so im assuming you need to purchase artificer. thanks for the help though.
Apologies, I thought the base artificer class had already been purchased. You would need to have access to the artificer to get ahold of the UA Armorer subclass. if you're looking for a free homebrew subclass from someone else for a different class that mimics the Armorer, you would have to have a subscription to DDB to be able to add that to your collection and use it. Unfortunately, money is going to have to get involved at some point.
Please do not contact or message me.
I know I'm a bit late to the party on this thread but here's a few ideas that I've made, been working, or thinking about and that haven't been brought up.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
Okay, that necrologist idea is really good, and the accompanying tool proficiency is all kinds of inspired creepy. It would play so well alongside the undead warlock and college of spirits bard that came out in UA a couple months back.
Bark side up, bark side down, it really, truly does not matter.
Im already a Plague Doctor using Alchemist!
That necrologist is a cool idea though! Maybe go down the galvanisation route.
Hjalmar Gunderson, Vuman Alchemist Plague Doctor in a HB Campaign, Post Netherese Invasion Cormyr (lvl20 retired)
Godfrey, Autognome Butler in Ghosts of Saltmarsh into Spelljammer
Grímr Skeggisson, Goliath Rune Knight in Rime of the Frostmaiden
DM of two HB campaigns set in the same world.
In the M:tG world of Innistrad, artificers called Stitchers sew giant zombies augmented with metal glows and multiple heads together. It's pretty cool, and I hope if fwe ever get an Innistrad book, we get a Stitcher subclass.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
I actually already wrote a Stitcher subclass for Artificers, just without the multiple heads part.
Creating Epic Boons on DDB
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Sposta's Stitcher subclass is really cool. I would like an official subclass version, but until then I'll be using his.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I really like that idea, might need to look into them myself since they sound like it mind be a good baseline to for the necrologist.
If you don't mind me asking, I am curious what route you went with it because where I'm currently with the necrologist standing I'm not 100% content with. At the moment to me what I have looks like a reflavoring combo subclass between the Armorer and Battlesmith with more necromantic spells.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
How might I see this Skabren (the name of the Stitchers from Innistrad) class of yours? I hit the red subclass link and there is only your monk subs there.
Hjalmar Gunderson, Vuman Alchemist Plague Doctor in a HB Campaign, Post Netherese Invasion Cormyr (lvl20 retired)
Godfrey, Autognome Butler in Ghosts of Saltmarsh into Spelljammer
Grímr Skeggisson, Goliath Rune Knight in Rime of the Frostmaiden
DM of two HB campaigns set in the same world.
I know it's been a while, but I was looking at this thread to see if anyone else had thought of something or if someone had already homebrewed what I was thinking about, and the Ring Smith is pretty close. I was thinking of making a Gem Cutter subclass, but I couldn't think of what kinds of abilities it could have that would make it unique enough. (The gemcutter was more broad than just rings, as gems can be inlaid on any weapon, armor or jewelry.) I like the buff idea, but I'd love to know what people think might be a unique and appropriate set of buffs that this subclass could perform.
Also, I was reading through the rest of the thread and thought of another one: The Trap Setter (working title). Think every kobold ever or Kevin Malone from Home Alone. I think it could work if they have some traps that they take time making, but it's an action or a bonus action to set/ set off.
Working on a Tattooist sub-class for the artificer. Specializing in making the needles for the Magic Tattoos in TCoE. I figure that with the ability to have a large number of attunement slots, I can have a fully tattooed covered dude, making common magic items such as rings, earrings, piercings. and then go around Branding foes (ala Bloodhunter-ish) :)
I helped someone do a rune subclass once, I don’t remember if it was an artificer or not to be honest. Anyway you could maybe build your subclass around etching runes or spells into gems, and then attaching those to nonmagical whatever’s to confer certain properties. Maybe a +1 gem that could go on any weapon, armor or shield. Or a fire gem that adds fire damage to a weapon or resistance to armor or shield, stuff like that. Like basically a sort of doubledown on infusiony type stuff.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Extra infusions would be a nice ability. I always feel like having all the infusions and using them is tough to do because of the limited number of uses. So that's a good idea.
Here’s an idea, you know the portal gun from portal?
Or maybe someone who’s all about sapping health?
Genius
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Creating Epic Boons on DDB
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I'm currently work shopping a saboteur subclass with a friend of mine. We're disagreed on how these gadgets would be deployed, but the general agreemen is that it simply builds in the magical tinkering features all artificers get. Using components and crafting times, the saboteur would be able to create a number of deployable devices that would replicate certain spell effects on a diluted scale, with a more precise area of effect and easier DC checks. I liken it to essentially being able to save spell slots by creating weaker machines that replicate those effects.