We're back with the first major update in probably 2 years.
A lot of things changed, so much so that my notes only go back so far. However, this is likely as close to the final version as I will be before I bundle this into a much bigger project with a cluster of other classes, subclasses.
Notable that homebrewery really only works on chrome so if it's weird looking, that's probably why.
Please be gentle, I need all of the criticism I can get for this as this is notably, very complicated. Also if you want to vote on which of the archetypes you would most likely end up using, there is a poll on that and that helps too. Also I am aware that Sky Striker does A LOT of damage and I am more than open to suggestions on that.
This is an extremely extensive and (at a first look at least) well thought-out class.
It will take me some time to properly have a look at it and give you a comprehensive feedback, but I already have one or two suggestions:
The Repulsor Beam is well designed, but I feel it should gain the additional "modes" of fire as the levels increase, as opposed to all of them at level 2 already; I would also suggest to take into consideration giving the different fire modes a number of uses per short rest to balance them out a bit more;
On the Repulsor Beam again, it feels like this should be the main source of reliable damage (as it should), so it might be a thought to move it to level 1 with just the basic attack, allowing for the class to feel more "complete" from the get-go.
That's about it for now, but I'll look more into it and give you more feedback.
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Thanks for that response, I agree they should be spaced out a bit. But it faces the problem that it just isn't varied or does enough to warrant it. I'd like to provide at least 3 more repulsor options before spacing them out so as to give a wider range of options. I think pushing the Overcharge and Rapid Blast back wouldn't be the worst idea, maybe to level 3 as the specializations don't offer much in damage at level 3. As a general rule you don't get anything whenever you get an ABI so it would step on some toes if I did it at 4. And at 5 it's the extra attack.
As for why at level 2; typically at level 2 is when classes get their classwide defining features, spellcasting for half-casters, invocations, wild shape, cunning action, etc. Unless I can think up another vital part of the class, it'll kind of have to be stuck their. I'd VERY much like to move them up to one though to get that 'special' feel.
A lot of changes since early and I can comfortably say now that I've done some higher level testing, still a lot of work needs doing though, especially in the mid levels;
Class-Wide Changes
Added a lot more flavor text, mostly in the introductory areas.
Flight has been moved forward a couple of levels at a lower speed so as to make the class feel more rewarding in the low levels. Up to 4 at 15 feet.
Added an additional specialty feature for each subclass.
Cleaned the class table a bit so as to not clutter the features section. Still needs work imo.
Unarmed strikes can now be made as a bonus action when you make any attack in order to add some variety to beam-heavy turns. Also to give a more steady supply of bonus actions.
Switched a few of the ASI and Specialty features to be in pace with the other classes of the game.
Added an additional tier of enhancement on the Tools of Invention ability.
Changed some saving throw DCs to set amounts for redundancy sake. Example; 'must make a DC 14 Dexterity saving throw.' or 'must make a Dexterity saving throw, DC 8 + your proficiency bonus + your intelligence modifier.
Titanbuster Changes
Even Heavier Armor and Distracting Presence were switched to enforce the more tank mentality with the subclass.
Primordial Strength was moved to a higher level but now increases your strength to much higher levels. 24 at 12 and 26 at 18.
Damage of Self-Destruct was buffed to 8d6 + 8d6 to pace it with other "hail mary" type abilities of this level.
Titanic Endurance now increases your Constitution score.
Tinkerer Changes
Honestly, I probably forgot half of the changes I've made but here goes..
New Basic Modifications
Smoke Screens to provide an additional utility option at the low levels.
Tracking Sensors, again for utility reasons.
Medical Scan was added for both support and utility.
New Adept Modifications
Elemental Shield for a both defensive and offensive option.
Nano-Medic to offer more support options. Basically a mildly nerfed Healing Spirit.
Magnetism Manipulation for a control option.
New Expert Modifications
Restorative Systems for a support option.
New Masterwork Modifications
Added the Medic as a buff for grabbing the support based Mods.
Added the Gadget Master to flesh out some of the more minor modifications.
Added new Tinkerer's Armory weapons and changed some existing ones
Retooled the Cutting Beam to be a constant beam rather than a singular attack with a damage over time ability.
Added the Magnetic Field Generator as a defensive ability.
Added the Hammerfist
Just to Be Safe has been buffed to also be an enhancement to an ally. Basically allowing you to lend a weapon, modification, repulsors or movement to one creature a day.
Probably the last of my personal play-test opinions/changes.
Class-Wide Changes
All new archetype in the Arcane Inventor, adding a spellcaster option.
Cleaned up the class table.
Rebalanced late level abilities, moved levels of specific abilities.
Magic Duplication's enhancement pushed back 1 level.
Chest Beams enhancement now only at level 16 though with a much bigger buff.
Removed one of the Tools of Invention features but pushed forward the other.
A.I. is now available two levels earlier.
Realized that ALL classes get ASIs at 12th level so the Specialty feature was pushed back a level to make room.
Tinkerer Changes
Removed the Antimagic Armor ability, gave it to Arcane Inventor because it made more sense. Replaced with a buffed version of the Just to Be Safe enhancement.
I really like this class, it's well thought out. But I do have some nit picks.
Saving Throw Proficiencies. There's really two tiers of saving throws: Wisdom, Dexterity, and Constitution are incredibly common; Charisma, Intelligence, and Strength less so. Every other class gets a tier one and two proficiency, this class only gets tier two.
Iron Suit. The second to last paragraph rubs me the wrong way. I've tried my hand at it, I think it flows better and is a little less clunky.
While attuned to the suit, you gain a +2 to your strength score to a maximum of 18 unless your strength is already higher.
At 11th level, you gain a +4 to your strength score to a maximum of 22.
Repulsion Beams. The Iron Avenger does not have a spellcasting modifier. Is it an action or an attack? This will impact extra attack and other abilities.
A.I. Should it be called Arcane Intelligence in order not to construe it with Artificial Intelligence?
Heart of Iron. A "surprise attack" is not a thing. "When you are attacked and you have not take a turn in combat," is. I note it is clunky and doesn't meld well as you would already have your armor don. Perhaps the following: "If you are attacked while not wearing your armor, you may use your reaction to don your armor. You must do this before knowing whether the attack hits or misses."
Titanbuster's armor augmentation in the description belongs in the Even Heavier Armor feature.
The Tinkerer's modifications list is a long list. I know you want it to be extensive but it may be too long and allow for too much variation. Compare your abilities to the spells of the Arcane Inventor, remove overlap. I would take a page out of the Warlock Invocation list or the Battle Master Maneuver list for organization (Also, list the modifications at the end of the subclass).
On the topic of the Tinkerer, in Upstart Inventor, Jack of All Trades is not something you can refer to as it belongs to a separate class. That note works great in home games but it doesn't when handing it off to a new player. Scrap that line.
Rapid Strength in the Sky Striker could get out of hand fairly quickly. Keep a close eye on it.
Remember to include Arcane Inventor in the Iron Specialization feature.
A note about the opening paragraph of the class and subclasses. If you look at other classes, you get small scenes of characters portraying parts of their class. You have that with the first paragraph but the second two lack luster. Also explain why they are called Iron avengers and not Iron Artificers, who do they avenge? Do they have oaths like paladins?
Subclass descriptions should not be out of world descriptions, they should define the character in world. What distinguishes them from their other Iron Avenger counterparts? What are their functions outside of adventuring? Are there physical or mental characteristics separating them from others?
Despite my nitpicks, you have a good class. It's well built and has wonderful flavor -I see threads of what ought to be an official artificer subclass. But homebrew works best when it's well written and reads like 5th edition and there are places it's lacking that. Reading it over with a fine tooth comb would be a responsible next step.
"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
Alright first things first, thank you for taking the time to go through as extensively as you have, it helps a lot.
I actually have to reword and clarify on the Repulsion Beams. They're intended to be a typical ranged attack, just using intelligence instead of Dexterity.
Sky Strikers damage as a whole is really weird and something I'm just waiting on play test for to make adjustments to it. I'm not too worried for the Rapid Strength since it's basically just a guaranteed hit and a straight damage increase on one hit. Damage which doesn't increase on crits, which I don't know how I feel about. Worst case, i just lower the maximum acquirable strength. I'm much more concerned with the balancing on the Overdrive Suit. Honestly damage-wise the only thing I am 100% sure on is titanbuster atm as it is by and large the most straight forward and has also received a lot of playtest.
The strength adjustments will probably stay as is because as written in the suggestion, a character with fair Strength (16) could have a game changingly high strength (22) at an unprecedentedly low level (12), something that no other class can achieve. As it was written prior, it would reward heavy melee builds which are inherently weaker with the class by making players at least use some ASI on strength, if only a bit or by going through Titanbuster for the additional Strength.
I think the Jack of All Trades line is fine honestly, since it explicitly says what it does immediately afterwards. Without it the paragraph is a bit dull for my taste.
The saving throws are tough since Strength and Intelligence are weaker throws, but, they make far more sense thematically then any other ones, may consider Constitution.
The Heart of Iron ability will definitely be changed, it was intended as a play on the Surprised condition but I was pretty out of it at the time of writing. Fundamentally it'll stay the same but probably more along the lines of what you said minus the reaction thing, as a level 20, burning your reaction like that can kinda suck, especially if you roll low on initiative.
A.I. is a tongue in cheek play on a Jarvis/Iron Man artificial intelligence but as I found that a bit thematically jarring in my usual S&S setting, I opted for it to instead mean Arcane intelligence as it was just easier to explain from a setting perspective.
Total agreeance on the Titanbuster description shift.
I like the length of the list of modifications and while I'm sure some abilities are stronger than others it's kinda where the masterwork suits come into play, encouraging and rewarding players for sticking to a specific archetype.
The flavor text needs work all around and eventually I will get around to it, it's just a LOT of work to do so. The Avenger title was more of a tongue in cheek thing with Iron Man being an Avenger, not really intended as a proper title, that's up to the setting and DMs discretion.
It's worth mentioning the class isnt really intended as an artificer type class but as a Tony Stark/Iron Man class. I see the similarities but they are essentially quite different in tone, specifically artificer is intended as a spellcaster type, while IA is kitted more as an intelligence based martial class.
Again thanks so much for the time spent looking through this convoluted class. I assure you that I am considering all of the things as much as it probably sounds like I'm just shooting everything down.
The strength adjustments will probably stay as is because as written in the suggestion, a character with fair Strength (16) could have a game changingly high strength (22) at an unprecedentedly low level (12), something that no other class can achieve. As it was written prior, it would reward heavy melee builds which are inherently weaker with the class by making players at least use some ASI on strength, if only a bit or by going through Titanbuster for the additional Strength.
Yes, I thought that may be a problem. Perhaps the following:
While wearing the suit, you gain a +2 to your strength score to a maximum of 18 unless your strength score is already higher. At 11th level, the bonus increases to +4 to a maximum of 22.
Edit: If you're worried about the 12th level ASI, your version had the same issue. It's an interesting feature that simply may be too powerful.
I think the Jack of All Trades line is fine honestly, since it explicitly says what it does immediately afterwards. Without it the paragraph is a bit dull for my taste.
I think you can do without referring to Jack of All Trades with something like "You dabble in all crafts." While it's not terribly exciting, I believe referring to Jack of all Trades, especially by capitalizing, enters unnecessary confusion into a straight forward feature,. Also, you should probably replace the dash with a semicolon.
The saving throws are tough since Strength and Intelligence are weaker throws, but, they make far more sense thematically then any other ones, may consider Constitution.
Constitution is a good choice.
The Heart of Iron ability will definitely be changed, it was intended as a play on the Surprised condition but I was pretty out of it at the time of writing. Fundamentally it'll stay the same but probably more along the lines of what you said minus the reaction thing, as a level 20, burning your reaction like that can kinda suck, especially if you roll low on initiative.
I wouldn't worry about wasting reactions. The only reaction that you would be able and willing to use in the same round is the Tinkerer's Magic Shield, the only other feature requiring you to expend a reaction are the Sky Striker's Evasive Maneuvers and the Arcane Inventor's Arcane Escape.
A.I. is a tongue in cheek play on a Jarvis/Iron Man artificial intelligence but as I found that a bit thematically jarring in my usual S&S setting, I opted for it to instead mean Arcane intelligence as it was just easier to explain from a setting perspective.
I understand. Instead of calling it A.I., I would call the feature Arcane Intelligence, the abbreviation is jarring.
I like the length of the list of modifications and while I'm sure some abilities are stronger than others it's kinda where the masterwork suits come into play, encouraging and rewarding players for sticking to a specific archetype.
This part definitely needs playtesting as you need to balance every combination of modifications. If I were you, I would go back over them and rewrite the mods like warlock invocations as they feel similar in their power and mechanical role.
"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
Updated once again with some very picky recommendations in mind.
Class-Wide Changes
Traded strength for constitution on the saving throws.
Changed wording on strength score improvements, though mechanically the same.
Arcane Inventor now included on the Specializations list.
Heart of Iron now reads as, "If you are attacked while not wearing the suit, your A.I. will automatically don the armor for you before the attack hits. Additionally, whenever you roll for initiative, the suit will don itself".
Titanbuster Changes
Titanbuster's suit description now falls under the Even Heavier Armor description.
Tinkerer Changes
Wording has been changed (slightly) on Upstart Inventor.
Love what you've done here and will try to use it in my next chance at a character. I have a question about the Titanbuster's bonus action for the temp hp. Is it used to increasr AC or is it just an active that gives you the Temp HP? Is there a limit to how long the expended use lasts?
Love what you've done here and will try to use it in my next chance at a character. I have a question about the Titanbuster's bonus action for the temp hp. Is it used to increasr AC or is it just an active that gives you the Temp HP? Is there a limit to how long the expended use lasts?
It could be used either passively or actively, popping all of it at the start of the day, or to give a slight defensive bonus while in combat by spreading it out. It does not increase your AC at all, the "as additional armor" line is a flavor thing to make it not sound like you are just gaining more health.
You can expend any number of these points, adding the points as additional armor to yourself. Any temporary hit points added to yourself are removed after a long rest. This pool fully refills after a long rest.
There is no limit to how long the temp hp last, other than once you complete a long rest, they are removed and then the pool is refilled. Similar to the Samurai fighter ability except in that it is removed at the start of the day.
Small note: the DC for the beams is set and doesn't change, unlike virtually every other class saving throw feature I can think of. Maybe you coud make it 8 + prof. bonus + Int modifier? Just a thought.
Also, for the Tinkerer archetype, could you italicize the spells? This is just me nitpicking, but it's what they do in the books when a class feature gives you a spell
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"Halt your wagging and wag your halters, for I am mastercryomancer!"
Final thing, but seeing as the Sky Striker archetype needs a flying speed, which you don't get until 4th level, that leaves them looking rather useless for a brief time at third level. Overall though, I love this and I think it's incredibly awesome! Could you do one for Spider-Man?
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"Halt your wagging and wag your halters, for I am mastercryomancer!"
I thought about that when I was setting it up but I think some of the effects are honestly too powerful to have them scale. Especially considering they are infinitely repeatable, unlike say Monk that forces you to use ki. If it scaled, there would be really no reason to not constantly spam the more powerful effects like harassing blast making it feel like a gimme. It was just a lot cleaner and easier to make them set since it's a more minor part of the class anyways.
As far as the italicizing goes, I kinda thought nobody would care ¯\_(ツ)_/¯ I did fix it though!
Sky Striker gets flight earlier at 3 just at a speed of 10. Probably should re-word somehow. And thanks!
I actually have a spider-man in the works that's more or less an adapted monk but I got a little crazy with the archetypes on Into the Spider-Verse fever.
I've found the class is on average a bit lack luster damage wise, especially in the early game. These changes should keep it in pace with some of the other martial classes.
Class-Wide Changes
Repulsion Beams up to d8s from d6s.
Rapid Blast deals 2 + your Intelligence per beam. (up from 1 + int)
Harassing Blast only affects the first attack roll.
Harassing and Concussive Blast no longer a set DC. (traditional saving throw scaling = 8 + prof + int)
Titanbuster Changes
Changed "Even Heavier Armor" to "Iron Defense"
Iron Defenses hp pool increases to 3xLevel
Iron Defense now includes the following line; Spending 5 or more of these temporary hit points instantly repairs one repulsor if it has misfired.
Tinkerer Changes
Renamed the level 3 ability to Inventor's Boon
Inventor's Boon now includes a new ability tied with it, purpose being if ever you misfire one of your beams, you can turn it into something productive. Also can be used as a minor out of combat buff.
Additionally, whenever you make an ability check with a tool that you are proficient with, you may choose one of the following benefits to give to yourself or one other creature within 30 feet of you:
Evasive. The next attack made against you is made with disadvantage.
Steady Aim. The next ranged attack you make is made with advantage.
Swift. Your movement speed increases by 10 feet until the end of your next turn.
Using this ability again removes the effect from the first creature.
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We're back with the first major update in probably 2 years.
A lot of things changed, so much so that my notes only go back so far. However, this is likely as close to the final version as I will be before I bundle this into a much bigger project with a cluster of other classes, subclasses.
NEW GMBinder
Notable that homebrewery really only works on chrome so if it's weird looking, that's probably why.Please be gentle, I need all of the criticism I can get for this as this is notably, very complicated. Also if you want to vote on which of the archetypes you would most likely end up using, there is a poll on that and that helps too. Also I am aware that Sky Striker does A LOT of damage and I am more than open to suggestions on that.Hey Pooki o/
This is an extremely extensive and (at a first look at least) well thought-out class.
It will take me some time to properly have a look at it and give you a comprehensive feedback, but I already have one or two suggestions:
That's about it for now, but I'll look more into it and give you more feedback.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Thanks for that response, I agree they should be spaced out a bit. But it faces the problem that it just isn't varied or does enough to warrant it. I'd like to provide at least 3 more repulsor options before spacing them out so as to give a wider range of options. I think pushing the Overcharge and Rapid Blast back wouldn't be the worst idea, maybe to level 3 as the specializations don't offer much in damage at level 3. As a general rule you don't get anything whenever you get an ABI so it would step on some toes if I did it at 4. And at 5 it's the extra attack.
As for why at level 2; typically at level 2 is when classes get their classwide defining features, spellcasting for half-casters, invocations, wild shape, cunning action, etc. Unless I can think up another vital part of the class, it'll kind of have to be stuck their. I'd VERY much like to move them up to one though to get that 'special' feel.
Updated;
Overall a very well thought out and well balanced class design. 10/10
A lot of changes since early and I can comfortably say now that I've done some higher level testing, still a lot of work needs doing though, especially in the mid levels;
Class-Wide Changes
Titanbuster Changes
Tinkerer Changes
Honestly, I probably forgot half of the changes I've made but here goes..
Sky Striker Changes
A small but also big buff, Tinkerer now receives two basic mods rather than one at level 3.
Probably the last of my personal play-test opinions/changes.
Class-Wide Changes
Tinkerer Changes
I really like this class, it's well thought out. But I do have some nit picks.
Saving Throw Proficiencies. There's really two tiers of saving throws: Wisdom, Dexterity, and Constitution are incredibly common; Charisma, Intelligence, and Strength less so. Every other class gets a tier one and two proficiency, this class only gets tier two.
Iron Suit. The second to last paragraph rubs me the wrong way. I've tried my hand at it, I think it flows better and is a little less clunky.
Repulsion Beams. The Iron Avenger does not have a spellcasting modifier. Is it an action or an attack? This will impact extra attack and other abilities.
A.I. Should it be called Arcane Intelligence in order not to construe it with Artificial Intelligence?
Heart of Iron. A "surprise attack" is not a thing. "When you are attacked and you have not take a turn in combat," is. I note it is clunky and doesn't meld well as you would already have your armor don. Perhaps the following: "If you are attacked while not wearing your armor, you may use your reaction to don your armor. You must do this before knowing whether the attack hits or misses."
Titanbuster's armor augmentation in the description belongs in the Even Heavier Armor feature.
The Tinkerer's modifications list is a long list. I know you want it to be extensive but it may be too long and allow for too much variation. Compare your abilities to the spells of the Arcane Inventor, remove overlap. I would take a page out of the Warlock Invocation list or the Battle Master Maneuver list for organization (Also, list the modifications at the end of the subclass).
On the topic of the Tinkerer, in Upstart Inventor, Jack of All Trades is not something you can refer to as it belongs to a separate class. That note works great in home games but it doesn't when handing it off to a new player. Scrap that line.
Rapid Strength in the Sky Striker could get out of hand fairly quickly. Keep a close eye on it.
Remember to include Arcane Inventor in the Iron Specialization feature.
A note about the opening paragraph of the class and subclasses. If you look at other classes, you get small scenes of characters portraying parts of their class. You have that with the first paragraph but the second two lack luster. Also explain why they are called Iron avengers and not Iron Artificers, who do they avenge? Do they have oaths like paladins?
Subclass descriptions should not be out of world descriptions, they should define the character in world. What distinguishes them from their other Iron Avenger counterparts? What are their functions outside of adventuring? Are there physical or mental characteristics separating them from others?
Despite my nitpicks, you have a good class. It's well built and has wonderful flavor -I see threads of what ought to be an official artificer subclass. But homebrew works best when it's well written and reads like 5th edition and there are places it's lacking that. Reading it over with a fine tooth comb would be a responsible next step.
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
Alright first things first, thank you for taking the time to go through as extensively as you have, it helps a lot.
I actually have to reword and clarify on the Repulsion Beams. They're intended to be a typical ranged attack, just using intelligence instead of Dexterity.
Sky Strikers damage as a whole is really weird and something I'm just waiting on play test for to make adjustments to it. I'm not too worried for the Rapid Strength since it's basically just a guaranteed hit and a straight damage increase on one hit. Damage which doesn't increase on crits, which I don't know how I feel about. Worst case, i just lower the maximum acquirable strength. I'm much more concerned with the balancing on the Overdrive Suit. Honestly damage-wise the only thing I am 100% sure on is titanbuster atm as it is by and large the most straight forward and has also received a lot of playtest.
The strength adjustments will probably stay as is because as written in the suggestion, a character with fair Strength (16) could have a game changingly high strength (22) at an unprecedentedly low level (12), something that no other class can achieve. As it was written prior, it would reward heavy melee builds which are inherently weaker with the class by making players at least use some ASI on strength, if only a bit or by going through Titanbuster for the additional Strength.
I think the Jack of All Trades line is fine honestly, since it explicitly says what it does immediately afterwards. Without it the paragraph is a bit dull for my taste.
The saving throws are tough since Strength and Intelligence are weaker throws, but, they make far more sense thematically then any other ones, may consider Constitution.
The Heart of Iron ability will definitely be changed, it was intended as a play on the Surprised condition but I was pretty out of it at the time of writing. Fundamentally it'll stay the same but probably more along the lines of what you said minus the reaction thing, as a level 20, burning your reaction like that can kinda suck, especially if you roll low on initiative.
A.I. is a tongue in cheek play on a Jarvis/Iron Man artificial intelligence but as I found that a bit thematically jarring in my usual S&S setting, I opted for it to instead mean Arcane intelligence as it was just easier to explain from a setting perspective.
Total agreeance on the Titanbuster description shift.
I like the length of the list of modifications and while I'm sure some abilities are stronger than others it's kinda where the masterwork suits come into play, encouraging and rewarding players for sticking to a specific archetype.
The flavor text needs work all around and eventually I will get around to it, it's just a LOT of work to do so. The Avenger title was more of a tongue in cheek thing with Iron Man being an Avenger, not really intended as a proper title, that's up to the setting and DMs discretion.
It's worth mentioning the class isnt really intended as an artificer type class but as a Tony Stark/Iron Man class. I see the similarities but they are essentially quite different in tone, specifically artificer is intended as a spellcaster type, while IA is kitted more as an intelligence based martial class.
Again thanks so much for the time spent looking through this convoluted class. I assure you that I am considering all of the things as much as it probably sounds like I'm just shooting everything down.
Yes, I thought that may be a problem. Perhaps the following:
I think you can do without referring to Jack of All Trades with something like "You dabble in all crafts." While it's not terribly exciting, I believe referring to Jack of all Trades, especially by capitalizing, enters unnecessary confusion into a straight forward feature,. Also, you should probably replace the dash with a semicolon.
Constitution is a good choice.
I wouldn't worry about wasting reactions. The only reaction that you would be able and willing to use in the same round is the Tinkerer's Magic Shield, the only other feature requiring you to expend a reaction are the Sky Striker's Evasive Maneuvers and the Arcane Inventor's Arcane Escape.
I understand. Instead of calling it A.I., I would call the feature Arcane Intelligence, the abbreviation is jarring.
This part definitely needs playtesting as you need to balance every combination of modifications. If I were you, I would go back over them and rewrite the mods like warlock invocations as they feel similar in their power and mechanical role.
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
Updated once again with some very picky recommendations in mind.
Class-Wide Changes
Titanbuster Changes
Tinkerer Changes
Love what you've done here and will try to use it in my next chance at a character. I have a question about the Titanbuster's bonus action for the temp hp. Is it used to increasr AC or is it just an active that gives you the Temp HP? Is there a limit to how long the expended use lasts?
Love what you've done here and will try to use it in my next chance at a character. I have a question about the Titanbuster's bonus action for the temp hp. Is it used to increasr AC or is it just an active that gives you the Temp HP? Is there a limit to how long the expended use lasts?
It could be used either passively or actively, popping all of it at the start of the day, or to give a slight defensive bonus while in combat by spreading it out. It does not increase your AC at all, the "as additional armor" line is a flavor thing to make it not sound like you are just gaining more health.
You can expend any number of these points, adding the points as additional armor to yourself. Any temporary hit points added to yourself are removed after a long rest. This pool fully refills after a long rest.
There is no limit to how long the temp hp last, other than once you complete a long rest, they are removed and then the pool is refilled. Similar to the Samurai fighter ability except in that it is removed at the start of the day.
Small note: the DC for the beams is set and doesn't change, unlike virtually every other class saving throw feature I can think of. Maybe you coud make it 8 + prof. bonus + Int modifier? Just a thought.
"Halt your wagging and wag your halters, for I am mastercryomancer!"
Check out my Expanded Signature
Also, for the Tinkerer archetype, could you italicize the spells? This is just me nitpicking, but it's what they do in the books when a class feature gives you a spell
"Halt your wagging and wag your halters, for I am mastercryomancer!"
Check out my Expanded Signature
Final thing, but seeing as the Sky Striker archetype needs a flying speed, which you don't get until 4th level, that leaves them looking rather useless for a brief time at third level. Overall though, I love this and I think it's incredibly awesome! Could you do one for Spider-Man?
"Halt your wagging and wag your halters, for I am mastercryomancer!"
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I thought about that when I was setting it up but I think some of the effects are honestly too powerful to have them scale. Especially considering they are infinitely repeatable, unlike say Monk that forces you to use ki. If it scaled, there would be really no reason to not constantly spam the more powerful effects like harassing blast making it feel like a gimme. It was just a lot cleaner and easier to make them set since it's a more minor part of the class anyways.
As far as the italicizing goes, I kinda thought nobody would care ¯\_(ツ)_/¯ I did fix it though!
Sky Striker gets flight earlier at 3 just at a speed of 10. Probably should re-word somehow. And thanks!
I actually have a spider-man in the works that's more or less an adapted monk but I got a little crazy with the archetypes on Into the Spider-Verse fever.
I've found the class is on average a bit lack luster damage wise, especially in the early game. These changes should keep it in pace with some of the other martial classes.
Class-Wide Changes
Repulsion Beams up to d8s from d6s.
Rapid Blast deals 2 + your Intelligence per beam. (up from 1 + int)
Harassing Blast only affects the first attack roll.
Harassing and Concussive Blast no longer a set DC. (traditional saving throw scaling = 8 + prof + int)
Titanbuster Changes
Changed "Even Heavier Armor" to "Iron Defense"
Iron Defenses hp pool increases to 3xLevel
Iron Defense now includes the following line; Spending 5 or more of these temporary hit points instantly repairs one repulsor if it has misfired.
Tinkerer Changes
Renamed the level 3 ability to Inventor's Boon
Inventor's Boon now includes a new ability tied with it, purpose being if ever you misfire one of your beams, you can turn it into something productive. Also can be used as a minor out of combat buff.
Additionally, whenever you make an ability check with a tool that you are proficient with, you may choose one of the following benefits to give to yourself or one other creature within 30 feet of you:
Evasive. The next attack made against you is made with disadvantage.
Steady Aim. The next ranged attack you make is made with advantage.
Swift. Your movement speed increases by 10 feet until the end of your next turn.
Using this ability again removes the effect from the first creature.