"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
I did actually make something for my players at my table, I made it a cleric domain and substituted the saving throws and just ignored the class benefits given by cleric. It's a bit sloppy but it does function if you use the naturalcrit for reference, though I only banged out Titanbuster and Tinkerer thus far.
Wasn't sure if I wanted to post it though as it's not an amazing solution.
All set DC saving throws changed to scaling DCs. Also iterated that any time a DC is not explicitly stated, it scales with your Intelligence.
Rebalanced features with set DCs to that effect. Still needs playtesting in this regard.
Removed repetitive lines.
Eventually adding a the Builder archetype, playing more with the construction element of the class. The idea for the long run being that you can, well, build stuff.
Titanbuster Changes
Reflective Armor
New 6th level ability, giving more uses and variety on what armor points may be spent on, as well as giving the subclass a repeatable 6th level ability.
Tinkerer Changes
Tinkerer's Armory
Now allows you to spend Chest Beam charges to augment each weapon's effects, nothing super crazy. (One that I'm especially partial to being the enhanced rocket punch.)
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
My guess is a Homebrew rule I've seen floating around which is somewhat popular. Closest official wording I've seen is improvised damage listed in the DMG for a collapsing roof, which is 4d10. No way would anything nonmagical in 5e get even close to 100d6.
Pretty self-explanatory, gives proficiency or twice proficiency (with existing proficiencies) in artisan tools that pertain to building.
Also reduces cost, time and resources needed for constructing anything.
Grand Architect
Mostly here to give some examples as to how building should be handled in-game and what to expect when working with specific material.
Also provides a running minor buff in masterpieces, either for self or for others.
I'm not sold on the list and would like a few more selections on it. Also considering restricting the scope of Indestructible so as to prevent people from making entire houses with the feature.
Hazardous Constructions
This is mostly to encourage players to think less linearly as far as building goes. Also to give a more damage oriented option. Does need playtest to know how the disadvantage might affect gameplay.
Resupply
Complimentary feature for building, also again to give the subclass some more practical use.
Reposing Bastion
Again, kind of a self-explanatory ability but mostly a way to provide a safer rest while also helping mitigate exhaustion.
Strengthen Steel
Not sold on the limited scope of this feature but it does offer the rare oppurtunity to essentially enchant already magical items. Needs work.
It all looks really good! I have a question about the amount of suits you can have outside of Tinkerer. The description for Iron Specialization says that you gain access to a new specialized suit designed for a specific purpose. Is this a second suit?
Yes, and the amount you can have is technically infinite, though you do have to spend money for each modification on each suit. (Also each suit has the same limitations as your first)
For clarity, you get one free with any modifications you wish when you gain the feature.
Thanks, it is greatly appreciated! And yeah for sure, it's a bit of a bummer, but I believe the two are different enough where neither is stepping on the other's toes as Artificer fills that supportive/spellcaster role while this is more heavily geared to ranged combat. Plus armorer isn't super fleshed out by most means, would be nice if it included a handful more customization options.
Fixed page 6 by removing some text, shouldn't cut off anymore!
Hey is this in the homebrew section? If not would you mind anyone adding it there? (with proper credit given of course)
As this is a full class, it is not yet supported by the homebrew system on DDB.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Yeah that's a good point. Idk how it would be worked in as a subclass.
I did actually make something for my players at my table, I made it a cleric domain and substituted the saving throws and just ignored the class benefits given by cleric. It's a bit sloppy but it does function if you use the naturalcrit for reference, though I only banged out Titanbuster and Tinkerer thus far.
Wasn't sure if I wanted to post it though as it's not an amazing solution.
More Updates!
It never stops.
Classwide Changes
Titanbuster Changes
Reflective Armor
Tinkerer Changes
Tinkerer's Armory
Be aware of potential abuse by droping 600+pound on enemy.
Multiclass get Misty Step, lets say 50ft falling. 100d6 =avrg 300-400 damage.
Honestly that's a DM adjudication thing. Really doubt much, if any DM would say dealing 100d6 damage would fly at the table.
Plus kind of absurd that that deals more damage then falling a whole mile
What source are you citing? Official sources say 1d6 damage per 10ft. dropped up to a max of 20d6.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
My guess is a Homebrew rule I've seen floating around which is somewhat popular. Closest official wording I've seen is improvised damage listed in the DMG for a collapsing roof, which is 4d10. No way would anything nonmagical in 5e get even close to 100d6.
Minor update, now that Builder is "finished". Will provide my thoughts on it and what I would like from the subclass.
Also realized so as not to be rude, should probably link when I do updates.
Builder
Humble Trade
Pretty self-explanatory, gives proficiency or twice proficiency (with existing proficiencies) in artisan tools that pertain to building.
Also reduces cost, time and resources needed for constructing anything.
Grand Architect
Mostly here to give some examples as to how building should be handled in-game and what to expect when working with specific material.
Also provides a running minor buff in masterpieces, either for self or for others.
I'm not sold on the list and would like a few more selections on it. Also considering restricting the scope of Indestructible so as to prevent people from making entire houses with the feature.
Hazardous Constructions
This is mostly to encourage players to think less linearly as far as building goes. Also to give a more damage oriented option. Does need playtest to know how the disadvantage might affect gameplay.
Resupply
Complimentary feature for building, also again to give the subclass some more practical use.
Reposing Bastion
Again, kind of a self-explanatory ability but mostly a way to provide a safer rest while also helping mitigate exhaustion.
Strengthen Steel
Not sold on the limited scope of this feature but it does offer the rare oppurtunity to essentially enchant already magical items. Needs work.
It all looks really good! I have a question about the amount of suits you can have outside of Tinkerer. The description for Iron Specialization says that you gain access to a new specialized suit designed for a specific purpose. Is this a second suit?
Yes, and the amount you can have is technically infinite, though you do have to spend money for each modification on each suit. (Also each suit has the same limitations as your first)
For clarity, you get one free with any modifications you wish when you gain the feature.
Updated to what is likely the final version or at least VERY close to it!
Also the name was changed to Ironclad, sounded better compared to other 1st and 3rd party classes.
Enjoy!~
This is an awesome class, and I admire your dedication (4 years now???). Too bad armor artificer was made to similarly...
With how the paging is laid out currently part of page 6 is cut out, but otherwise top notch work.
I am an average mathematics enjoyer.
>Extended Signature<
Thanks, it is greatly appreciated! And yeah for sure, it's a bit of a bummer, but I believe the two are different enough where neither is stepping on the other's toes as Artificer fills that supportive/spellcaster role while this is more heavily geared to ranged combat. Plus armorer isn't super fleshed out by most means, would be nice if it included a handful more customization options.
Fixed page 6 by removing some text, shouldn't cut off anymore!