A player of mine wants to play as basically Shirou from Fate/Stay Night. So I've been working on a class for him. Its a subclass of the Artificer class from DNDBeyond.
Hoping to get some feedback before I open it to play testing.
Projectionist
Some craftsman visualize their creations, spending hours meticulously planning every detail and gain such a complete picture in their minds the final production might as well be real. Others make them real. That is the unique magic and art of the Projectionist. Through tireless repetition and mental exercises they posses such a clear mental image of their work that they can bring it into the world for a period of time. What little tales exist of this strange form of magic tell of adaptive warriors always able to conjure the right tools for the job, taking advantage of their target's weakness
TOOLS OF THE TRADE
Fighting Style- The Projectionist may learn one fighting style of the Fighter Class. Discerning Eye- The Projectionist can attempt an arcane check to discern the nature of a magical item as if it had cast an identify spell. Trace- Using an Arcane check the Projectionist may attempt to learn an enchantment on an item for their projections. They may use this feature on a single item as much as half of their intelligence modifier (rounded up, minimum of 1)
DM NOTES: For extra flavor you can have a failed check on a sufficiently powerful item, be accompanied by psychic damage. Suggestion; d6 per enchantment tier.
PROJECTIONIST SPELLS
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Projectionist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
At 3rd level, you gain the ability to bring your ideas to reality. As a bonus action you can create weapons in an empty hand that last for one minute. You are proficient with these weapons as long as you use them. These weapons count as magical for the purpose of over coming Resistance and immunity to nonmagical attacks and damage. The projection will disappear if it is more than 5ft away from for a minute or someone else attempts to wield it. These weapons can be removed with dispel magic of third level.
The Projectionist can argument their Projections with known enchantments off the table up to their intelligence modifier (minimum of one).
Type Damage* -Equal to Tier Modifier**-Equal to Tier Uncommon-1 Rare-2 Very Rare-3 Legendary-4
*You weave arcane energy into your projection, and choose one damage type: acid, cold, fire, lightning, poison, thunder, Necrotic, and Radiant. The dice starts at 1d4 of damage and increases to 1d6 at level 5. 1d8 at level 11, and 1d10 at level 16.
**Modifier +2 is learned at level 9th level, +3 is learned at level 14
Only one instance of each enchantment may be placed on the single projection. At level three only the modifier and elemental damage enchantment is known
If the Projectionist produces two weapons they share the same pool. Old weapons may be dismissed at anytime.
(DM NOTES: A point I went into with these was to insure that the player would want to use projections (the core feature of the class) over findable items, because whats the point of taking this subclass (or being an Artificer in general), if loot you find is always more useful. Another neat feature I should menton is that Trace is only as powerful as the DM lets it be as they have complete control over what appears in loot tables, and sets the DCs.
6th- enhancement.
Can apply infusions to magical items. (DM Notes:
The original version of this skill allowed the player to “During a long rest the artificer can choose an amount of weapons or armor equal to your intelligence modifier and increase its innate qualities by +1 for a duration of 8 hours. Can be removed with a dispel magic of fifth level.” A DM friend of mine really didn’t like me stepping on the Forge Cleric’s toes with this so I replaced it with the current version, arguably more powerful and better built into the Artificer class as it uses infusions.
Both iterations are my way of dealing with a frustration of mine inherit with the artificer class, it’s lack of viability in later levels. Infusions requirements for non-magical items really undermind what the class can do and how well these infusions can support the party. By level 10 a party can easily be stocked with +1 gear so what the point of infusions? Per Example, If the Artificer wants to make Resistance Armor for the occasion it requires a ridiculous amount of planning, metagaming, and everyone to carry around an extra version of their preferred armor.
TLDR: Infusions are dumb so I want to fix. In Hindsight this might be better to do by homebrewing the class itself, but thats why I’m here for feedback.
14th-
Doubles Enchantment pool size
(DM NOTES: Can’t really think of a better capstone.
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A player of mine wants to play as basically Shirou from Fate/Stay Night. So I've been working on a class for him. Its a subclass of the Artificer class from DNDBeyond.
Hoping to get some feedback before I open it to play testing.
Projectionist
Some craftsman visualize their creations, spending hours meticulously planning every detail and gain such a complete picture in their minds the final production might as well be real. Others make them real. That is the unique magic and art of the Projectionist. Through tireless repetition and mental exercises they posses such a clear mental image of their work that they can bring it into the world for a period of time.
What little tales exist of this strange form of magic tell of adaptive warriors always able to conjure the right tools for the job, taking advantage of their target's weakness
TOOLS OF THE TRADE
Fighting Style- The Projectionist may learn one fighting style of the Fighter Class.
Discerning Eye- The Projectionist can attempt an arcane check to discern the nature of a magical item as if it had cast an identify spell.
Trace- Using an Arcane check the Projectionist may attempt to learn an enchantment on an item for their projections. They may use this feature on a single item as much as half of their intelligence modifier (rounded up, minimum of 1)
DM NOTES: For extra flavor you can have a failed check on a sufficiently powerful item, be accompanied by psychic damage. Suggestion; d6 per enchantment tier.
PROJECTIONIST SPELLS
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Projectionist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
3rd: Mage Armor, Shield
5th: Cloud of Daggers, Spiritual Weapon
9th: Elemental Weapon, Haste
13th: Fabricate, Fire Shield
17th: Creation, Telekinesis
PROJECTIONS:
At 3rd level, you gain the ability to bring your ideas to reality. As a bonus action you can create weapons in an empty hand that last for one minute. You are proficient with these weapons as long as you use them. These weapons count as magical for the purpose of over coming Resistance and immunity to nonmagical attacks and damage. The projection will disappear if it is more than 5ft away from for a minute or someone else attempts to wield it.
These weapons can be removed with dispel magic of third level.
The Projectionist can argument their Projections with known enchantments off the table up to their intelligence modifier (minimum of one).
Type Damage* -Equal to Tier
Modifier**-Equal to Tier
Uncommon-1
Rare-2
Very Rare-3
Legendary-4
*You weave arcane energy into your projection, and choose one damage type: acid, cold, fire, lightning, poison, thunder, Necrotic, and Radiant.
The dice starts at 1d4 of damage and increases to 1d6 at level 5. 1d8 at level 11, and 1d10 at level 16.
**Modifier +2 is learned at level 9th level, +3 is learned at level 14
Only one instance of each enchantment may be placed on the single projection. At level three only the modifier and elemental damage enchantment is known
If the Projectionist produces two weapons they share the same pool. Old weapons may be dismissed at anytime.
(DM NOTES:
A point I went into with these was to insure that the player would want to use projections (the core feature of the class) over findable items, because whats the point of taking this subclass (or being an Artificer in general), if loot you find is always more useful.
Another neat feature I should menton is that Trace is only as powerful as the DM lets it be as they have complete control over what appears in loot tables, and sets the DCs.
6th- enhancement.
Can apply infusions to magical items.
(DM Notes:
The original version of this skill allowed the player to “During a long rest the artificer can choose an amount of weapons or armor equal to your intelligence modifier and increase its innate qualities by +1 for a duration of 8 hours. Can be removed with a dispel magic of fifth level.”
A DM friend of mine really didn’t like me stepping on the Forge Cleric’s toes with this so I replaced it with the current version, arguably more powerful and better built into the Artificer class as it uses infusions.
Both iterations are my way of dealing with a frustration of mine inherit with the artificer class, it’s lack of viability in later levels. Infusions requirements for non-magical items really undermind what the class can do and how well these infusions can support the party. By level 10 a party can easily be stocked with +1 gear so what the point of infusions? Per Example, If the Artificer wants to make Resistance Armor for the occasion it requires a ridiculous amount of planning, metagaming, and everyone to carry around an extra version of their preferred armor.
TLDR: Infusions are dumb so I want to fix.
In Hindsight this might be better to do by homebrewing the class itself, but thats why I’m here for feedback.
14th-
Doubles Enchantment pool size
(DM NOTES: Can’t really think of a better capstone.