Tranquilizer and Stimulant both got nerfed. The rest is mostly clean-up, clarifications, and streamlining. Language is tight if I do say so myself. Good enough for WotC.
I did say they were “minor revisions” after all. I’m pretty happy with it mechanically. The changes I made as compared to the Alchemist mechanics make this subclass far more rewarding for players with forethought and planning.
The idea of the “random” in this case is the character either has no idea what to expect, and therefore no idea what exactly to make, or at least what they can make in a hurry. The ability to “maintain” the ammo makes it so that if you spend the slots to make exactly what you want the night before, you can just keep it. The increase in number to match Infusions is fair considering that these are one shots compared to the duration of the Alchemist’s potions, and the restriction on spell slot level combine to add balance back.
All in all I’m very happy with it mechanically, i’m mostly just tweaking for balance and language now.
I think so. It’s not the most original thing in the world, but I’m really enjoying playing it. The only other thing I am considering is expanding the table to include two more options. One would be a grappling hook ammo, because it’s cool and could be useful. Heck, Batman loves his. But I don’t know what to do for the other one, and I have to add them in pairs to go from a d6 to a d8.
Yeah, umm. I'm trying to think of something for the Munitionist. Maybe it confuses them in a way? Makes them teleport them in a random direction, or something?
I have another idea for a Gravity-shaper artificer, but that's all I've got so far. My Chronoturgist is the time-shaper, and I put a bit of a twist on that, so I'd like to do something similar for the gravity based one.
Any ideas?
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That Vehiculist (Nah, need a better name than that. Tuner maybe?) sounds cool. A motorcycle that’s a cross between a Warhorse and an arcane turret sounds effing cool.
Yeah, it needs a better name. It's hard for that kind of thing. Artificer subclasses have such strange unique names that it's hard to find a good one.
The vehicle it makes would probably function similar to the Devil's Ride from Descent into Avernus, and you could possibly add on action stations like a flamethrower and turret.
I do like the idea. You could probably control it as a bonus action remotely, and expend spell slots to boost its speed for a bit, and stuff like that.
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No, because it isn't technically a creature, but a vehicle, so you could just have it be large or medium and anyone could ride it. I'm leaning towards large so 2 people can be on it at once.
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So I had my own ammo themed idea: the Fletcher. The first ability let you expend a use of your daily infusion (as in instead of infusing a new item, not un-infusing an existing one) to create 5 peices of "custom ammo" that did not extra damage, but changed the damage type and added a layer of CC or debuff to them. you could also produce more custom ammo by burning a spell slot creating a number of 5-piece batches equal to the spell slot level (you must have the normal non-magic ammo to infuse. many of them had the tag "... Until removed" as a part of the custom ammo ability, which I specified at first only cost a bonus action. Later it takes an action and deals 1d4+int extra damage of the original type.
I've been told that the number of ammo this produces would make it OP.
I also had an idea called "The Artisan" who would be working toward crafting a magic item. it would be a permanent magic item, at the subclass levels you could give it a +1 if it were armor or a weapon, or put a spell into it was a number of charges equal to 5/spell slot level. add another set of charges on if it already had them, or give it one of your infusions (if appropriate). You would have to keep upgrading the same item. Because this would take care of most of your combat upgrade needs, most of your skills are about identifying magic items, and knowing their history, expect for your subclass capstone which would give you a special action. You can attune as an action, or disrupt (but not break) attunement as an action. the disruption must be concentrated on for a minute. If the creature is more than 15ft away, you lose concentration, or the item succeeds a save, (charisma vs. your save) the disruption ends. BUT if the item is willingly dropped, during the disruption, or the disruption lasts a full minute the attunement is fully broken.
I had an idea for a blood-hunter that might get a nice retooling as an artificer: the Iron Monger, using cold-iron to ward against magic. gonna leave that one more vague.
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Tranquilizer and Stimulant both got nerfed. The rest is mostly clean-up, clarifications, and streamlining. Language is tight if I do say so myself. Good enough for WotC.
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I did say they were “minor revisions” after all. I’m pretty happy with it mechanically. The changes I made as compared to the Alchemist mechanics make this subclass far more rewarding for players with forethought and planning.
The idea of the “random” in this case is the character either has no idea what to expect, and therefore no idea what exactly to make, or at least what they can make in a hurry. The ability to “maintain” the ammo makes it so that if you spend the slots to make exactly what you want the night before, you can just keep it. The increase in number to match Infusions is fair considering that these are one shots compared to the duration of the Alchemist’s potions, and the restriction on spell slot level combine to add balance back.
All in all I’m very happy with it mechanically, i’m mostly just tweaking for balance and language now.
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Okay, it looks good.
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I think so. It’s not the most original thing in the world, but I’m really enjoying playing it. The only other thing I am considering is expanding the table to include two more options. One would be a grappling hook ammo, because it’s cool and could be useful. Heck, Batman loves his. But I don’t know what to do for the other one, and I have to add them in pairs to go from a d6 to a d8.
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Maybe the other option could be one that poisons creatures?
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The Tranquilizer already accomplishes the same thing mechanically, but with a more interesting flair. 3 levels of Exhaustion is worse than Poisoned.
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Are we supposed to make/test these now?
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Yeah, umm. I'm trying to think of something for the Munitionist. Maybe it confuses them in a way? Makes them teleport them in a random direction, or something?
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No, just brainstorming. I might make a few of them. If you had the idea or another, maybe make it, or ask someone to make it.
I might make the Botanist, but the Vehiculist seems more difficult than the Botanist to make.
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Meh 🤷♂️. If the best I can give it is “meh 🤷♂️ ” then it’s not worth it. When I get/hear/read an idea and go “Yas!!” Then I’ll know it.
Edit: This was in response to the confusion/teleporting idea.)
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I have another idea for a Gravity-shaper artificer, but that's all I've got so far. My Chronoturgist is the time-shaper, and I put a bit of a twist on that, so I'd like to do something similar for the gravity based one.
Any ideas?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
That Vehiculist (Nah, need a better name than that. Tuner maybe?) sounds cool. A motorcycle that’s a cross between a Warhorse and an arcane turret sounds effing cool.
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Yeah, it needs a better name. It's hard for that kind of thing. Artificer subclasses have such strange unique names that it's hard to find a good one.
The vehicle it makes would probably function similar to the Devil's Ride from Descent into Avernus, and you could possibly add on action stations like a flamethrower and turret.
I do like the idea. You could probably control it as a bonus action remotely, and expend spell slots to boost its speed for a bit, and stuff like that.
Please check out my homebrew, I would appreciate feedback:
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You have to give it the option to make a medium or a large version for different PC sizes,
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No, because it isn't technically a creature, but a vehicle, so you could just have it be large or medium and anyone could ride it. I'm leaning towards large so 2 people can be on it at once.
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Don’t forget Utticer’s Saboteurs
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Like a bike and a sidecar? Sidecar could be optional. Maybe even get one up to a 5 seater Battlebuggy!
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That could work, yeah. Or, just a 2 seated motorcycle.
Possibly a one seated motorcyle, with 2 sidecars, and a turret on the main vehicle.
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I've edited the post to add a couple more options that are already mentioned above.
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So I had my own ammo themed idea: the Fletcher. The first ability let you expend a use of your daily infusion (as in instead of infusing a new item, not un-infusing an existing one) to create 5 peices of "custom ammo" that did not extra damage, but changed the damage type and added a layer of CC or debuff to them. you could also produce more custom ammo by burning a spell slot creating a number of 5-piece batches equal to the spell slot level (you must have the normal non-magic ammo to infuse. many of them had the tag "... Until removed" as a part of the custom ammo ability, which I specified at first only cost a bonus action. Later it takes an action and deals 1d4+int extra damage of the original type.
I've been told that the number of ammo this produces would make it OP.
I also had an idea called "The Artisan" who would be working toward crafting a magic item. it would be a permanent magic item, at the subclass levels you could give it a +1 if it were armor or a weapon, or put a spell into it was a number of charges equal to 5/spell slot level. add another set of charges on if it already had them, or give it one of your infusions (if appropriate). You would have to keep upgrading the same item. Because this would take care of most of your combat upgrade needs, most of your skills are about identifying magic items, and knowing their history, expect for your subclass capstone which would give you a special action. You can attune as an action, or disrupt (but not break) attunement as an action. the disruption must be concentrated on for a minute. If the creature is more than 15ft away, you lose concentration, or the item succeeds a save, (charisma vs. your save) the disruption ends. BUT if the item is willingly dropped, during the disruption, or the disruption lasts a full minute the attunement is fully broken.
I had an idea for a blood-hunter that might get a nice retooling as an artificer: the Iron Monger, using cold-iron to ward against magic. gonna leave that one more vague.