(inspired by wanting a subclass for my forest gnome rogue (arcane trickster) 3 / artificer 3 (so just now needs a subclass) who didn't really fit into any of the official subclasses all that well)
The core idea is a hybrid of a familiar/homunculus/steel defender (and eventually steed/mount) as a companion that evolves over time along with the Fey Smith - and to try to add a bit of a natural/fey theme with the other abilities, skills, spells etc). Haven't playtested it yet so not sure if I've struck a good balance (likely need to tweak elements/remove a few things)
already made a few minor updates - fixed an error with the Tool Proficiency (which since I was based on Battle Smith still gave Smith's tools mechanically - no idea why - but fixed it by deleting it entirely. Still can't however see how to implement the usual logic of "if you already have this proficiency you get your choice of proficiency" - anyone know how to make sure that happens?
I also cleaned up some language in a few places, added some more flavor text, and added a few minor changes to the fey clockwork companion (emphasizing places where a GM might optionally allow some variations)
So made a bunch of further changes (based on feedback from my GM for the first character I want to use this with.
removed martial weapon proficiency entirely - so instead gains a skill, another tool proficiency and INT to magic weapons
removed extra attack for the artificer and instead made the companion no longer dependent on a bonus action from the artificer to make an attack (or take another action) this feels very fitting as it continues to make the companion more of an independent creature. And while it frees up a bonus action it hopefully isn’t too overpowered because the subclass limits the artificer from having a familiar or homunculus or steed (if somehow gained Paladin spells).
the next change I’ll probably make is to is to find a way to make the arcane jolt at level 9 (and the boost to it at higher levels) feel even more tied to the Fey and the other flavor of the subclass. Ideas for how to do this are welcome seeking ways that will also be streamlined in play - so don’t want to use a long random table - better is something that is easily implemented at the table but might have more to it than just more damage or a little healing. I haven’t figure it out yet but thinking it might tie into the subclass spells in some manner or somehow combine a magical effect with the attacks (with options for it to either have a negative impact on enemies or a positive impact on allies - ie as Arcane Jolt boosts damage or offers healing - I’m thinking about something that perhaps combined a spell effect with the attack? (Alchemists gain some free daily uses of some spells with their level 9 and level 15 powers so something like that but more Fey flavored might work)
is there a good way to include suggestions for spells from other sources (not Basic Rules) as options for someone to consider when looking at a public variant? For my subclass for the version I'll play my GM and I have settled on some spells that aren't in the Basic Rules (Hex instead of Hunter's Mark for 1st level spells, Healing Spirit instead of Enlarge/Reduce, and Thunderstep instead of Counterspell (haven't looked at any alternatives for 4th or 5th level spells though pretty happy with the options chosen from the basic rules for those levels (greater invisibility and polymorph for 4th level, reincarnate and teleportation circle for 5th level) which all feel very Feylike and keeping to a theme (transformations and teleportation). I've seen some subclasses suggesting spells in the text that aren't what they in fact give mechanically.
I'm also not entirely clear what sources beyond the Basic Rules are allowed in publicly shared published content - someone mentioned that perhaps the Elemental Evil Player Options are also allowed? (I haven't tried testing that yet) - are they? Are there any other sources that are usable for publicly shared content?
The main problem with this subclass is that it is just an objectively better Battle Smith. You get every ability the Battle Smith does, but better. The only downside is that you can’t have a Homuculus, but this has all the benefits of a Homuculus as well as the ability to see through its eyes.
It can even be Tiny or Small, letting it fit more places, and the downside of not being able to ride it as a Halfling is negated at level 5, where you can, and it also gets additional movement when you do. On top of this, it also gets 2 more skills, Evasion, Flight, Channel Magic, and a ranged attack, all at level 3, getting most of Beast Master’s shared spells at level 5 for some reason as well.
The spell list is different, and is a good change. You lose shield, but you get many other good spells to replace the options you lose.
The overall problem is that this is just better than Battle Smith. It doesn’t have a unique enough identity, and it completely invalidates an existing class. You should find parts of the original Battle Smith to cut, which will help for both parts. I would start by making your companion less of a “defender” (getting less health, AC, losing Vigilant and Deflect Attack), losing Martial Weapons and attacking with Intelligence entirely. Consider even losing Extra Attack, instead getting something like an extra 1d6 psychic damage the first time a turn either you or your companion hit with an attack.
Finally, change the flavor, damage types, and switch around some stats some. For the companion, decrease the Strength and Constitution, increase Charisma, change Constitution saves to Charisma, and make it deal Psychic damage with its abilities. Arcane Jolt should be renamed, and either should deal psychic damage or it should do something else, like Charm creatures with a Wisdom save to avoid it.
Also, I saw you were considering making it not use a bonus action to command. Don’t do that. Having an infinite, resourceless extra action every turn at no cost to yourself would be broken, especially when it has all these special abilities on the companion. It should still use a bonus action to command.
Hi all,
I've just published my first public homebrew subclass - a take on the Battle Smith with a (hopefully) strong Fey flavor. Would love feedback
https://www.dndbeyond.com/subclasses/1128258-fey-smith
(inspired by wanting a subclass for my forest gnome rogue (arcane trickster) 3 / artificer 3 (so just now needs a subclass) who didn't really fit into any of the official subclasses all that well)
The core idea is a hybrid of a familiar/homunculus/steel defender (and eventually steed/mount) as a companion that evolves over time along with the Fey Smith - and to try to add a bit of a natural/fey theme with the other abilities, skills, spells etc). Haven't playtested it yet so not sure if I've struck a good balance (likely need to tweak elements/remove a few things)
already made a few minor updates - fixed an error with the Tool Proficiency (which since I was based on Battle Smith still gave Smith's tools mechanically - no idea why - but fixed it by deleting it entirely. Still can't however see how to implement the usual logic of "if you already have this proficiency you get your choice of proficiency" - anyone know how to make sure that happens?
I also cleaned up some language in a few places, added some more flavor text, and added a few minor changes to the fey clockwork companion (emphasizing places where a GM might optionally allow some variations)
So made a bunch of further changes (based on feedback from my GM for the first character I want to use this with.
removed martial weapon proficiency entirely - so instead gains a skill, another tool proficiency and INT to magic weapons
removed extra attack for the artificer and instead made the companion no longer dependent on a bonus action from the artificer to make an attack (or take another action) this feels very fitting as it continues to make the companion more of an independent creature. And while it frees up a bonus action it hopefully isn’t too overpowered because the subclass limits the artificer from having a familiar or homunculus or steed (if somehow gained Paladin spells).
the next change I’ll probably make is to is to find a way to make the arcane jolt at level 9 (and the boost to it at higher levels) feel even more tied to the Fey and the other flavor of the subclass. Ideas for how to do this are welcome seeking ways that will also be streamlined in play - so don’t want to use a long random table - better is something that is easily implemented at the table but might have more to it than just more damage or a little healing. I haven’t figure it out yet but thinking it might tie into the subclass spells in some manner or somehow combine a magical effect with the attacks (with options for it to either have a negative impact on enemies or a positive impact on allies - ie as Arcane Jolt boosts damage or offers healing - I’m thinking about something that perhaps combined a spell effect with the attack? (Alchemists gain some free daily uses of some spells with their level 9 and level 15 powers so something like that but more Fey flavored might work)
is there a good way to include suggestions for spells from other sources (not Basic Rules) as options for someone to consider when looking at a public variant? For my subclass for the version I'll play my GM and I have settled on some spells that aren't in the Basic Rules (Hex instead of Hunter's Mark for 1st level spells, Healing Spirit instead of Enlarge/Reduce, and Thunderstep instead of Counterspell (haven't looked at any alternatives for 4th or 5th level spells though pretty happy with the options chosen from the basic rules for those levels (greater invisibility and polymorph for 4th level, reincarnate and teleportation circle for 5th level) which all feel very Feylike and keeping to a theme (transformations and teleportation). I've seen some subclasses suggesting spells in the text that aren't what they in fact give mechanically.
I'm also not entirely clear what sources beyond the Basic Rules are allowed in publicly shared published content - someone mentioned that perhaps the Elemental Evil Player Options are also allowed? (I haven't tried testing that yet) - are they? Are there any other sources that are usable for publicly shared content?
The main problem with this subclass is that it is just an objectively better Battle Smith. You get every ability the Battle Smith does, but better. The only downside is that you can’t have a Homuculus, but this has all the benefits of a Homuculus as well as the ability to see through its eyes.
It can even be Tiny or Small, letting it fit more places, and the downside of not being able to ride it as a Halfling is negated at level 5, where you can, and it also gets additional movement when you do. On top of this, it also gets 2 more skills, Evasion, Flight, Channel Magic, and a ranged attack, all at level 3, getting most of Beast Master’s shared spells at level 5 for some reason as well.
The spell list is different, and is a good change. You lose shield, but you get many other good spells to replace the options you lose.
The overall problem is that this is just better than Battle Smith. It doesn’t have a unique enough identity, and it completely invalidates an existing class. You should find parts of the original Battle Smith to cut, which will help for both parts. I would start by making your companion less of a “defender” (getting less health, AC, losing Vigilant and Deflect Attack), losing Martial Weapons and attacking with Intelligence entirely. Consider even losing Extra Attack, instead getting something like an extra 1d6 psychic damage the first time a turn either you or your companion hit with an attack.
Finally, change the flavor, damage types, and switch around some stats some. For the companion, decrease the Strength and Constitution, increase Charisma, change Constitution saves to Charisma, and make it deal Psychic damage with its abilities. Arcane Jolt should be renamed, and either should deal psychic damage or it should do something else, like Charm creatures with a Wisdom save to avoid it.
Also, I saw you were considering making it not use a bonus action to command. Don’t do that. Having an infinite, resourceless extra action every turn at no cost to yourself would be broken, especially when it has all these special abilities on the companion. It should still use a bonus action to command.