A unique take on the Artificer, spawned from my Artificer wishing to become a construct down the line. This includes a unique way to work together with your party, or be a stand-alone Eldritch Cannon. Become weapons, cast spells, and work with your Partner to blast through the campaign.
Prerequisite: Artificer at 3rd level. Warforged or DM discretion to let you change race to Construct-type.
The Arsenal is for the artificer who has dreampt of becoming a construct all his life, dreaming of creating and controlling a transforming construct that can be useful to people! Little did the first ever Walking Arsenal know that you can't actually walk when transformed. Your soul has been put into a construct with the ability to transform. Made of clockwork and magic, you have the ability to both cast magic and become a weapon, both ranged and melee.
Proficiencies When you adopt this specialization at 3rd level, you gain proficiency in Firearms and expertise in aiming with ranged weapons.
Walking Arsenal Spells Starting at 3rd level, you have certain spells prepared after you reach particular levels in this class, as shown in the Arsenal Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Transformation Starting at 3rd level, you can transform into a weapon a number of times equal to your Intelligence modifier halved rounded down (minimum of 1). You regain all expended transformation times after a short rest.
The weapons you can transform into are listed in the Arsenal Transformation table below. You can only pick two transformations per day to turn into. You cannot attack using a ranged weapon attack while transformed unless in the hands of your Partner, or you are the Artillerist Eldritch Cannon. As a melee weapon, you cannot make a melee weapon attack, though your Partner can. Transforming back into your humanoid form does not count towards transformations.
Transforming takes your turn's movement and bonus action, though you still have your action left. You may use your round's reaction to jump into your Partner's hands while you are transforming, but if you shoot as a ranged weapon without using a spell, you have disadvantage on the attack roll.
While you are any weapon but Eldritch Cannon, your movement speed becomes 0, but you retain the ability to speak, and can twist and turn of your own free will, even while in your Partner's hands so you can still attack without them needing to aim.
Walking Arsenal Transformations | Weapon | Damage/Type |Properties | |:----:|:-------------|| | Greatsword | 2d6 slashing | Heavy, Two-Handed | | Greataxe | 1d12 bludgeoning| Heavy, Two-Handed | | Battleaxe| 1d8 slashing | Versatile 1d10 | | Pistol |1d10 piercing |Ammunition, Range (60/240ft), Loading| | Sniper | 2d6 piercing |Heavy, Ammunition, Two-Handed, Range (100/400ft)| |Flamethrower|Cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in the area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. | Damage dice increase by 1d8 at 8th, 11th, 14th, 17th, and 20th level. | Force Ballista | Make a ranged spell attack, originating from the cannon, at one creature or object within 120 | Damage dice increase by 1d8 at 8th, 11th, 14th, 17th, and 20th level. | Protector | The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of you) | Dice increase by 1d8 at 8th, 11th, 14th, 17th, and 20th level.
Melee weapons get Enhanced Weapon, and Ranged weapons get Repeating Shot. Standard Infusion rules apply when you are using two infusions, then transform into a melee or ranged weapon forcing an infusion. If you are using two infusions, and use a forced infusion, the first infusion is nullified.
Eldritch Cannon Rules While you are in Artillerist Eldritch Cannon (Flamethrower, Force Ballista, Protector), you cannot talk, only being able to communicate with your Partner by telepathy link, or with another creature by using some other telepathy spell or ability such as Silent Speech or Message.
If your hit points drop to 0, you revert to your humanoid state.
You cannot take opportunity attacks as an Eldritch Cannon.
You must stay as the Protector to keep benefits for yourself and your allies.
Your speed is your normal walking speed
Making your cannon attack counts as an action, allowing for a cantrip to still be used. While you are the Eldritch Cannon, you can count as a Small or Medium creature, and you count as a magical object. Your hit points are as normal, and you are immune to poison damage, resistance to psychic damage, and all conditions. Mending will still heal you, and you can do it on yourself, but only a number of times equal to half of your Intelligence modifier rounded up per long rest. You regain 2d6 hit points. This increases by 1d6 at 5th, 8th, 11th, 14th, 17th, and 20th level.
Casting As A Weapon While you are a weapon, all cantrips are bonus actions, as are any spells with a casting time of a bonus action. Casting time spells of one action stay the same. Reaction spells are still reaction-based, but apply to your Partner, as well. You can only cast melee cantrips and spells while touching the target, but ruling for this will be shown in Partnership Turn Order.
Your partner must be able to wield a mighty weaponized construct such as yourself by having a high Strength score, so as to hold the heavy metal that is you.
You must complete a one-hour ritual, Partnering upon completion. Either partner can remove Partnership at any time, but would have to complete the ritual again if they wish. You may only have one Partner when you take this specialty. You get two at 8th level, three at 14th, and four at 17th.
Partner gains proficiency in firearms. When you are not a weapon, you have your own initiative in combat, but when you transform into a weapon, your initiative becomes your partner's, and you take your turn any time before or after their turn when they are going in the initiative order. Who goes when can change, and is up to the partners to decide.
When you are a melee or ranged weapon, you can use your reaction when your partner makes a melee attack and succeeds to use your reaction to cast a touch cantrip or spell, costing your turn's Bonus Action or Action, depending on what was cast.
While you may become an Artillerist turret, you may walk around, though at halved speed. You may be wielded by your partner, and they can use your force cannon or flamethrower as their attack.
While your Partner is wielding you, they take full damage, and you take an amount of damage equal to half of the damage they have taken.
Partnership Turn Order Your turn starts on your Partner's turn when you are in their hands. You both decide who goes when. When they make a melee weapon attack and hit, you may cast a Touch spell or cantrip the moment it connects, using your own action or bonus action for your turn.
Arcane Forger
At 6th level, you know how to turn materials and crafting components into weapons you can enchant or add to your Walking Arsenal transformation list. What you cannot make is up to your DM, but if you are allowed to make it, you can become it, including a chain whip, a spiked chain, a bow, a rapier, crossbow, et cetera.
Once you have added this to your transformation list, you count as a Heavy version of the weapon, allowing for use of either Dexterity or Strength for attack and damage rolls, depending on the weapon.
If you are partnered with a monk, they may use Dexterity instead of Strength, as long as they are still strong enough to hold you.
When you take a short rest to create this weapon, you must choose whether you will add it to your Walking Arsenal transformation list, or if you will enchant it. You may only enchant or add to your arsenal a number of weapons equal to half your Intelligence modifier rounded up (minimum of 1), though when added to your Walking Arsenal transformation list, you may not reverse this, permanently counting towards your Arcane Forger limit.
You may enchant weapons with enchants listed under the Arcane Forger Enchants. These weapons count as magic weapons, as well as being whatever material you made them from. Fire-enchanted Silver weapons still work.
If you exceed the Arcane Forger limits, the oldest enchanted weapon automatically gets destroyed. At the end of your short rest, before deciding if you will enchant or add to your Walking Arsenal transformation list, you can remove the enchantments from an already enchanted weapon. You do not need to touch the item, and it does not matter how far away you are from the item. Can only do one weapon at a time. Each weapon may only have one enchantment on it.
You learn to engrave ruins upon the weapon you have created.
By casting the gold into the water, the coins disappear and you enchant the weapon with 1d4 cold damage.
By casting the gold into a fire, the coins disappear and you enchant the weapon with 1d4 fire damage.
By casting the gold into the air during a storm while outside, the coins disappear and you enchant the weapon with 1d4 thunder daamge.
By casting the gold into the air towards the sun during a clear day in the presence of a holy person (Paladins and Clerics, included) outside, the coins disappear and you enchant the weapon with 1d4 radiant damage.
By burying the gold in the ground at night, the coins disappear and you enchant the weapon with 1d4 necrotic damage.
The weapons scale in damage, doing 1d6 at 5th level, 1d8 at 8th, 1d10 at 11th, 1d12 at 15th, and 2d10 at 17th.
Delayed Swipe
Items: Arcane Forged simple or martial melee weapon, an illusion spell scroll (or for someone with an illusion spell to cast it on the weapon). Requires attunement
When you make a melee attack roll, if the roll on the d20 is within 2 of the target's armor class, you may reroll the attack roll.
While holding this weapon, you gain temporary hit points equal to twice your character level. This resets after a long rest if put to 0, and a short rest if they stayed above 0.
Invisible Weapon
Items: Arcane Forged simple or martial weapon, an Invisibility spell scroll (or for someone to touch the weapon and cast an invisibility spell), or a potion of invisibility
This weapon and its ammunition, if applicable, count as invisible. Can be seen by anybody you deem, and can be seen through if a creature makes a Perception check against your spell save DC. If you do not have a spell save DC, it is equal to the Walking Arsenal's spell save DC.
Armor Enchanter At 9th level, you learn how to apply these runes to armor, though you may only apply this to Light or Medium armor, shields, and they must be non-magical. Each piece of armor can only have one enchantment. You may use boots, helmets, or a chest piece, but that is it for armor. You may only enchant a number of armor pieces equal to half your Intelligence modifier rounded up (minimum of 1).
A creature can only use one piece of enchanted armor, and each requires attunement.
Armor Enchanter Enchants
Water Breathing Items: Light or Medium armor helmet, 100 gp, an aquatic animal. Requires attunement
You put imbue the armor with the blood of the aquatic animal.
You gain waterbreathing and a 30 swim speed.
Spider Climbing Items: Light or Medium armor boots, 100 gp, a spider or strands of spider webs Requires attunement
You learn how to infuse a living thing into your boots.
Gain spiderclimb.
Absorb
Items: Shield made of conductive metal, 250 gp. Requires attunement
While practicing combat, you accidentally slip when a spellcaster attacks you. You raise your shield and your coinpouch drops to the ground. 250 gp disappear from it, responding to your wishes of not getting hit. What will happen?
While you are using this shield, the first spell that targets on you, if you can see the caster and they are within 60 feet of you, you may impose disadvantage. Failure causes the spell to get absorbed by the shield, allowing you to cast the spell from the shield twice before your next long rest.
Success causes double damage. This recharges at the end of a long-rest.
Heavyn
Items: Light or Medium armor chestplate, 500 gp. Requires attunement
A holy man curses you because you refuse to make him armor for free. Then a necromancer curses you for the same reason. You couldn't care less.
Your armor now counts as Heavy armor. If you are not proficient, your speed is halved, as per normal.
While wearing this armor, your armor class increases by 1, and you are resistent to radiant and necrotic damage.
Shielded Weapons Starting at 15th level, you have bonded with your Partner so much, you actually want to protect them.
* While you are any weapon and in your Partner's hands, you and your Partner's armor class increase by two.
* While you are not in your Partner's hands, you can become a mounted shield. Your armor class increases by 5. Your movement speed is reduced to 0, and you can no longer turn. This includes as an Eldritch Cannon.
* If you are not a mounted shield, yet are still the Eldritch Cannon, you may halve your speed to become a walking shield, providing half cover for Large creatures walking behind you, and three-quarters cover for Medium or smaller creatures.
DnDBeyond said it was too close to some Circle of Spores thing that doesn't exist, and wouldn't let me post this as a subclass, so I thought to post it here.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
A unique take on the Artificer, spawned from my Artificer wishing to become a construct down the line. This includes a unique way to work together with your party, or be a stand-alone Eldritch Cannon. Become weapons, cast spells, and work with your Partner to blast through the campaign.
External Link: https://homebrewery.naturalcrit.com/print/3WBDZHUq?dialog=true
I would love playtesters and feedback!
Walking Arsenal
Prerequisite: Artificer at 3rd level. Warforged or DM discretion to let you change race to Construct-type.
The Arsenal is for the artificer who has dreampt of becoming a construct all his life, dreaming of creating and controlling a transforming construct that can be useful to people! Little did the first ever Walking Arsenal know that you can't actually walk when transformed. Your soul has been put into a construct with the ability to transform. Made of clockwork and magic, you have the ability to both cast magic and become a weapon, both ranged and melee.
Proficiencies
When you adopt this specialization at 3rd level, you gain proficiency in Firearms and expertise in aiming with ranged weapons.
Walking Arsenal Spells
Starting at 3rd level, you have certain spells prepared after you reach particular levels in this class, as shown in the Arsenal Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Walking Arsenal Spells
| Level | Spell |
|:----:|:-------------|
| 3rd | Hunter's Mark, Chaos Bolt |
| 5th | Arcanist's Magic Aura, Cordon of Arrows |
| 9th | Aura of Vitality, Blinding Smite |
| 13th | Banishment, Phantasmal Killer |
| 17th | Banishing Smite, Holy Weapon |
Transformation
Starting at 3rd level, you can transform into a weapon a number of times equal to your Intelligence modifier halved rounded down (minimum of 1). You regain all expended transformation times after a short rest.
The weapons you can transform into are listed in the Arsenal Transformation table below. You can only pick two transformations per day to turn into. You cannot attack using a ranged weapon attack while transformed unless in the hands of your Partner, or you are the Artillerist Eldritch Cannon. As a melee weapon, you cannot make a melee weapon attack, though your Partner can. Transforming back into your humanoid form does not count towards transformations.
Transforming takes your turn's movement and bonus action, though you still have your action left. You may use your round's reaction to jump into your Partner's hands while you are transforming, but if you shoot as a ranged weapon without using a spell, you have disadvantage on the attack roll.
While you are any weapon but Eldritch Cannon, your movement speed becomes 0, but you retain the ability to speak, and can twist and turn of your own free will, even while in your Partner's hands so you can still attack without them needing to aim.
Walking Arsenal Transformations
| Weapon | Damage/Type |Properties |
|:----:|:-------------||
| Greatsword | 2d6 slashing | Heavy, Two-Handed |
| Greataxe | 1d12 bludgeoning| Heavy, Two-Handed |
| Battleaxe| 1d8 slashing | Versatile 1d10 |
| Pistol |1d10 piercing |Ammunition, Range (60/240ft), Loading|
| Sniper | 2d6 piercing |Heavy, Ammunition, Two-Handed, Range (100/400ft)|
|Flamethrower|Cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in the area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. | Damage dice increase by 1d8 at 8th, 11th, 14th, 17th, and 20th level.
| Force Ballista | Make a ranged spell attack, originating from the cannon, at one creature or object within 120 | Damage dice increase by 1d8 at 8th, 11th, 14th, 17th, and 20th level.
| Protector | The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of you) | Dice increase by 1d8 at 8th, 11th, 14th, 17th, and 20th level.
Melee weapons get Enhanced Weapon, and Ranged weapons get Repeating Shot. Standard Infusion rules apply when you are using two infusions, then transform into a melee or ranged weapon forcing an infusion. If you are using two infusions, and use a forced infusion, the first infusion is nullified.
Eldritch Cannon Rules
While you are in Artillerist Eldritch Cannon (Flamethrower, Force Ballista, Protector), you cannot talk, only being able to communicate with your Partner by telepathy link, or with another creature by using some other telepathy spell or ability such as Silent Speech or Message.
If your hit points drop to 0, you revert to your humanoid state.
You cannot take opportunity attacks as an Eldritch Cannon.
You must stay as the Protector to keep benefits for yourself and your allies.
Your speed is your normal walking speed
Making your cannon attack counts as an action, allowing for a cantrip to still be used.
While you are the Eldritch Cannon, you can count as a Small or Medium creature, and you count as a magical object. Your hit points are as normal, and you are immune to poison damage, resistance to psychic damage, and all conditions. Mending will still heal you, and you can do it on yourself, but only a number of times equal to half of your Intelligence modifier rounded up per long rest. You regain 2d6 hit points. This increases by 1d6 at 5th, 8th, 11th, 14th, 17th, and 20th level.
Casting As A Weapon
While you are a weapon, all cantrips are bonus actions, as are any spells with a casting time of a bonus action. Casting time spells of one action stay the same. Reaction spells are still reaction-based, but apply to your Partner, as well. You can only cast melee cantrips and spells while touching the target, but ruling for this will be shown in Partnership Turn Order.
Partnership
Partner Prerequisite: Partner Strength score minimum 16. Proficiency in martial weapons.
Your partner must be able to wield a mighty weaponized construct such as yourself by having a high Strength score, so as to hold the heavy metal that is you.
You must complete a one-hour ritual, Partnering upon completion. Either partner can remove Partnership at any time, but would have to complete the ritual again if they wish. You may only have one Partner when you take this specialty. You get two at 8th level, three at 14th, and four at 17th.
Partner gains proficiency in firearms.
When you are not a weapon, you have your own initiative in combat, but when you transform into a weapon, your initiative becomes your partner's, and you take your turn any time before or after their turn when they are going in the initiative order. Who goes when can change, and is up to the partners to decide.
When you are a melee or ranged weapon, you can use your reaction when your partner makes a melee attack and succeeds to use your reaction to cast a touch cantrip or spell, costing your turn's Bonus Action or Action, depending on what was cast.
While you may become an Artillerist turret, you may walk around, though at halved speed. You may be wielded by your partner, and they can use your force cannon or flamethrower as their attack.
While your Partner is wielding you, they take full damage, and you take an amount of damage equal to half of the damage they have taken.
Partnership Turn Order
Your turn starts on your Partner's turn when you are in their hands. You both decide who goes when. When they make a melee weapon attack and hit, you may cast a Touch spell or cantrip the moment it connects, using your own action or bonus action for your turn.
Arcane Forger
At 6th level, you know how to turn materials and crafting components into weapons you can enchant or add to your Walking Arsenal transformation list. What you cannot make is up to your DM, but if you are allowed to make it, you can become it, including a chain whip, a spiked chain, a bow, a rapier, crossbow, et cetera.
Once you have added this to your transformation list, you count as a Heavy version of the weapon, allowing for use of either Dexterity or Strength for attack and damage rolls, depending on the weapon.
If you are partnered with a monk, they may use Dexterity instead of Strength, as long as they are still strong enough to hold you.
When you take a short rest to create this weapon, you must choose whether you will add it to your Walking Arsenal transformation list, or if you will enchant it. You may only enchant or add to your arsenal a number of weapons equal to half your Intelligence modifier rounded up (minimum of 1), though when added to your Walking Arsenal transformation list, you may not reverse this, permanently counting towards your Arcane Forger limit.
You may enchant weapons with enchants listed under the Arcane Forger Enchants. These weapons count as magic weapons, as well as being whatever material you made them from. Fire-enchanted Silver weapons still work.
If you exceed the Arcane Forger limits, the oldest enchanted weapon automatically gets destroyed. At the end of your short rest, before deciding if you will enchant or add to your Walking Arsenal transformation list, you can remove the enchantments from an already enchanted weapon. You do not need to touch the item, and it does not matter how far away you are from the item. Can only do one weapon at a time. Each weapon may only have one enchantment on it.
Arcane Forger Enchants
Elemental Enchant
Items: Arcane Forged simple or martial weapon, 50 gp. Requires attunement
You learn to engrave ruins upon the weapon you have created.
By casting the gold into the water, the coins disappear and you enchant the weapon with 1d4 cold damage.
By casting the gold into a fire, the coins disappear and you enchant the weapon with 1d4 fire damage.
By casting the gold into the air during a storm while outside, the coins disappear and you enchant the weapon with 1d4 thunder daamge.
By casting the gold into the air towards the sun during a clear day in the presence of a holy person (Paladins and Clerics, included) outside, the coins disappear and you enchant the weapon with 1d4 radiant damage.
By burying the gold in the ground at night, the coins disappear and you enchant the weapon with 1d4 necrotic damage.
The weapons scale in damage, doing 1d6 at 5th level, 1d8 at 8th, 1d10 at 11th, 1d12 at 15th, and 2d10 at 17th.
Delayed Swipe
Items: Arcane Forged simple or martial melee weapon, an illusion spell scroll (or for someone with an illusion spell to cast it on the weapon). Requires attunement
When you make a melee attack roll, if the roll on the d20 is within 2 of the target's armor class, you may reroll the attack roll.
Healing Weapon
Items: Arcane Forged Simple weapon, 2 healing potions. Requires attunement
While holding this weapon, you gain temporary hit points equal to twice your character level. This resets after a long rest if put to 0, and a short rest if they stayed above 0.
Invisible Weapon
Items: Arcane Forged simple or martial weapon, an Invisibility spell scroll (or for someone to touch the weapon and cast an invisibility spell), or a potion of invisibility
This weapon and its ammunition, if applicable, count as invisible. Can be seen by anybody you deem, and can be seen through if a creature makes a Perception check against your spell save DC. If you do not have a spell save DC, it is equal to the Walking Arsenal's spell save DC.
Armor Enchanter
At 9th level, you learn how to apply these runes to armor, though you may only apply this to Light or Medium armor, shields, and they must be non-magical. Each piece of armor can only have one enchantment. You may use boots, helmets, or a chest piece, but that is it for armor. You may only enchant a number of armor pieces equal to half your Intelligence modifier rounded up (minimum of 1).
A creature can only use one piece of enchanted armor, and each requires attunement.
Armor Enchanter Enchants
Water Breathing
Items: Light or Medium armor helmet, 100 gp, an aquatic animal.
Requires attunement
You put imbue the armor with the blood of the aquatic animal.
You gain waterbreathing and a 30 swim speed.
Spider Climbing
Items: Light or Medium armor boots, 100 gp, a spider or strands of spider webs
Requires attunement
You learn how to infuse a living thing into your boots.
Gain spiderclimb.
Absorb
Items: Shield made of conductive metal, 250 gp. Requires attunement
While practicing combat, you accidentally slip when a spellcaster attacks you. You raise your shield and your coinpouch drops to the ground. 250 gp disappear from it, responding to your wishes of not getting hit. What will happen?
While you are using this shield, the first spell that targets on you, if you can see the caster and they are within 60 feet of you, you may impose disadvantage. Failure causes the spell to get absorbed by the shield, allowing you to cast the spell from the shield twice before your next long rest.
Success causes double damage. This recharges at the end of a long-rest.
Heavyn
Items: Light or Medium armor chestplate, 500 gp. Requires attunement
A holy man curses you because you refuse to make him armor for free. Then a necromancer curses you for the same reason. You couldn't care less.
Your armor now counts as Heavy armor. If you are not proficient, your speed is halved, as per normal.
While wearing this armor, your armor class increases by 1, and you are resistent to radiant and necrotic damage.
Shielded Weapons
Starting at 15th level, you have bonded with your Partner so much, you actually want to protect them.
* While you are any weapon and in your Partner's hands, you and your Partner's armor class increase by two.
* While you are not in your Partner's hands, you can become a mounted shield. Your armor class increases by 5. Your movement speed is reduced to 0, and you can no longer turn. This includes as an Eldritch Cannon.
* If you are not a mounted shield, yet are still the Eldritch Cannon, you may halve your speed to become a walking shield, providing half cover for Large creatures walking behind you, and three-quarters cover for Medium or smaller creatures.
DnDBeyond said it was too close to some Circle of Spores thing that doesn't exist, and wouldn't let me post this as a subclass, so I thought to post it here.