Okay, I have made some homebrew artificer options, including an Armor Model for the Armorer and some infusions.
Armorer Options
Armorer Models
See the Armorer subclass for the other armor models. In addition to the Guardian and Infiltrator armor models, you may choose either the Aeronaut or Faceless armor models.
Aeronaut
Your armor is designed to allow you quickly fly through sky. It has the following features:
Repulsor. A blasting node appears on the palms of your armor's hands or the center of your chest. It counts as a simple ranged weapon, with a normal range of 60 feet and a long range of 240 feet, dealing 1d6 force damage on a hit. When you hit a creature with this weapon that is at most one size larger than you, you may push the target up to 10 feet directly away from you.
Thrusters. As a bonus action, you may activate the thrusters inlaid in the palms of your hands or bottom of your boots to allow you to fly. You gain a flying speed equal to an amount of feet equal to 10 times your proficiency bonus for 10 minutes. You may use this bonus action an amount of times equal to your Intelligence modifier (minimum of once), regaining all expended uses when you finish a long rest.
Faceless
You have designed your armor to allow you to disguise yourself and aid you in social situations. It has the following features:
Shrouded Gloves. Each of the armor's gloves count as a simple martial weapon while you aren't holding anything in it, and deals 1d6 psychic damage on a hit. A creature hit by the glove is deafened and cannot speak or make any verbal noise until the start of your next turn, as the armor magically disrupts the creature's cognition.
Veiled Armor. Your armor can be hidden underneath clothing.
Mask of Armor. As an action, you may cause the armor to shift colors and design, changing your appearance into a form of your choice. Your physical appearance changes to that of a creature you have seen while wearing this armor, but the armor's appearance doesn't change. This change lasts until you use this feature again, or return to your original form (no action required).
Perfected Armor
15th-level Armorer feature
Your Arcane Armor gains additional benefits based on its model, as shown below.
Perfected Armor - Aviator
You no longer have any limit on the amount of times you may use your Thrusters to fly each long rest.
Perfected Armor - Faceless
When you hit a creature with your Shrouded Gloves once a turn, you may force them to make a Wisdom saving throw against your artificer spell save DC or become frightened by you until the end of your next turn.
Armor Model Specific Spells
You always have certain spells prepared after you reach particular levels in this class, dependent on your armor model, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. You may not change your Armor Model until you level up if you know these spells this way.
Follow the rules presented in Tasha's Cauldron of Everythingfor infusions as normal. The following infusions are additional options for artificers.
Artificed Armor
Prerequisite: 10th-level Artificer Item: A set of medium or heavy armor, but not hide (requires attunement)
A creature attuned to this armor gains a +1 bonus to AC while wearing the infused armor. While donned, the creature that is attuned to it may use a bonus action to have the armor grant them one melee weapon attack.
Additionally, the creature that is attuned to the Artificed Armor can don or doff the armor as an action. The armor counts as a separate creature, and can be controlled remotely by the creature that is attuned to the armor. See its game statistics in the Artificed Armor stat block, which uses your proficiency bonus (PB) in several places. You determine the armor's appearance, but it is the same size as the creature that is attuned to it.
In combat, the armor shares the initiative count of the creature that is attuned to it, but takes its turn immediately after theirs. It can take reactions and movement on its own, but cannot take an action or bonus action while the armor is donned. The only action it takes on its turn while doffed is the Dodge action, unless the attuned creature uses their bonus action on their turn to allow the armor to take another action. That action can be one in its stat block or some other action. If the creature that is attuned to this armor is incapacitated, the armor can take any action without requiring a bonus action from its attuned creature.
An Armorer Artificer that is attuned to this armor that is their Arcane Armor has its armor's special weapon on their person while the armor is doffed, but the armor also grows replacements for those weapons, and may use them. The armor keeps the boots and helm of the Arcane Armor, and is automatically attuned to them, as well as getting any benefits of the armor they are made out of (including the AC bonus granted by this infusion).
If the mending is cast on the armor, it regains 2d6 hit points. If the armor is reduced to 0 hit points, the armor is not destroyed, and instead the armor falls dormant until it regains hit points. The armor also falls dormant if its attuned creature dies.
Artificed Armor
Construct, same size as the creature attuned to it
Armor Class Same as the armor it is made of
Hit Points 2 + your Intelligence modifier + five times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)
Speed 40 ft.
STR
14(+2)
DEX
14(+2)
CON
14(+2)
INT
4(−3)
WIS
10(+0)
CHA
6(−2)
Saving Throws Dex +1 plus PB, Con +2 plus PB
Skills Athletics +2 plus (PB x 2), Perception +0 plus PB
Challenge — Proficiency Bonus (PB) equals your bonus
Vigilant. The defender can’t be surprised.
Actions
Slam.Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.
Reaction
Block Attack (Must be Doffed). The armor blocks one attack that hits them.
Protect Wearer (Must be Donned).The armor takes damage that would be dealt to the wearer, as long as it wasn't poison or psychic damage.
Goggles of Precision
Prerequisite: 6th-level artificer Item: A pair of goggles or glasses (requires attunement by a creature with eyes)
These goggles have 6 charges. The wearer can expend the goggle's charges in the following ways:
The wearer uses a reaction before rolling an Intelligence (Investigation) or Wisdom (Perception) check to expend 1 charge. The wearer then gains advantage on all Intelligence (Investigation) and Wisdom (Perception) checks made in the next hour that are based on sight.
When the wearer misses with an attack roll, it can expend 2 charges to reroll the attack roll. They must use the new roll, and may not use this feature more than once a turn.
The goggles regain 1d6 charges daily at dawn.
Sentient Helm
Prerequisite: 6th-level artificer Item: a helmet, hat, or mask (requires attunement)
You infuse this helmet, hat, or mask with an artificial sentience that you created, for the purpose to aid its wearer in intellectual tasks. The creature that is attuned to this item can communicate telepathically or verbally with the sentience while wearing the helmet. The sentience is helpful and kind to its wearer, but all other aspects of its personality (its name, voice, gender, tone, and so on) are determined by you upon infusing the item. The sentience has no Strength, Dexterity, or Constitution scores, but its Intelligence, Wisdom, and Charisma scores are the same as yours.
While attuned to and wearing this item, a creature's Intelligence score increases by 2, as does their maximum for that ability score. Additionally, they gain advantage on Intelligence based ability checks and saving throws while wearing this item.
Specialist's Item
Prerequisite: 6th-level artificer Item: A set of tinkers' tools (requires attunement)
This versatile magic item adapts to whomever is attuned to it based on their skill set, changing shapes to better support their user's abilities. If the creature has levels in any class, it changes forms to become a magic item dependent on that class, as shown on the Specialized Form table. A creature with levels in more than one classes chooses the form of the item from any form they have access to. When you gain 14th level in this class, the item becomes more powerful, as shown on the table below.
If the creature that attunes to this magic item has no levels in a class, it becomes a ring of protection. When you gain 14th-level in this class, the ring of protection grants a +2 bonus to Armor Class and saving throws.
Prerequisite: 17th-level artificer Item: A set of artisan's tools you are proficient with and a crystal worth at least 1,000 gold pieces
You learn a unique method of infusing magic into a set of tools in order to release the effects of even more powerful spells than you previously had access to. You may take this infusion twice, the first time gaining the ability to infuse an item with a 6th-level spell, and the second time infusing it with a 7th-level spell. While you are holding this item, you may release any spell stored inside of it as an action. Once you cast it this way, you may not do so again, regaining the ability to do so after the next dawn.
The spell that is stored inside of the item must be from the Produced Spell List below. Any spell with an asterisk can only be imbued by an Alchemist, one with two asterisks can only be taken by an Armorer, one with three asterisks can only be taken by an Artillerist, and one with four asterisks can only be taken by a Battle Smith.
Casting Time: 8 hours Range: Touch Components: S, M (Special, consumed) Duration: Until dispelled with a spell slot of 9th level
You pull strings of magic and imbue it into an item you craft as part of casting this spell, creating a magic item of your choice. The material components required for the casting of this spell depends on the rarity of the item created by the spell. The magic item mustn't be larger than a 5-foot cube, and the material the item is made of must be the same as the components you used for the casting of this spell. The magic item must be one listed in the Dungeon Master's Guide or another official source.
If you create a magic item with this spell, you may choose to give it sentience, as described in the Dungeon Master's Guide. See the table below to see the cost of doing so. The sentience shares your Intelligence, Wisdom, and Charisma scores and your senses. A magic item that has sentience cannot have its magic dispelled. You may only have an amount of sentient magic items this way at once equal to your spellcasting ability modifier.
You may only have an amount of magic items created by this spell at any given moment dependent on the rarity of the magic item, as shown below.
Material
Price
Maximum Amount per Rarity
Common
100 gp
Unlimited
Uncommon
500 gp
Four times your spellcasting ability modifier
Rare
2,500 gp
Your Proficiency bonus
Very Rare
25,000 gp
Half your proficiency bonus
Sentient
x four the normal price
Your spellcasting ability modifier
Create War Machine
3rd-level transmutation
Casting Time: 1 action Range: Touch Components: S, M (scrap metal worth at least 500 gp that consumed until the spell ends) Duration: Concentration, up to 1 minute
You quickly turn a metallic construct or set of armor that you touch into a war machine, either a towering constructed vehicle called Siege Armor or metallic giant that excels in martial combat, called an Iron Colossus. When the spell ends, unless the Iron Colossus or Siege Armor is completely destroyed (such as through disintegrate), the scrap metal used as the material component in the casting of the spell is shed as the armor or creature returns to its normal size, and can be used for later castings of this spell and other normal uses.
Iron Colossus. If you target a warforged that is wearing metal armor or metallic construct with this spell, it must be willing and must be Medium. For the duration of the spell, it gains the following benefits:
It becomes Large, doubling in all proportions, multiplying its weight by eight.
Its melee weapon attacks deal an extra damage dice.
It gains temporary hit points equal to 10 x the level spell slot used to cast this spell.
It gains advantage on all Strength-based ability checks and saving throws.
If the creature is moved unwillingly, it may use its reaction to move half that distance.
Siege Armor. If you target a set of armor with this spell, it must be a set of medium or heavy armor that is made of metal. Additionally, it must be either worn by a creature willing to have this transformation happen or it must not be worn when you cast the spell. This armor becomes a bipedal vehicle that can be controlled manually by any creature wearing the armor, which can be donned or doffed as an action. See the Siege Armor stat block for its statistics, which also uses your proficiency bonus (PB) in several places. The armor gains those statistics until the spell ends.
While the armor is transformed this way, the creature wearing it gains the same benefits from it that they normally would (with exceptions stated in the Siege Armor stat block). If the spell was cast targeting armor they were wearing while they were wielding a shield, the shield is integrated into the Siege Armor, granting it the shield's bonus to Armor Class. If the armor that you transform was magical, the armor and creature wearing it gain all the normal benefits of that magical armor. Melee weapons the Siege Armor has integrated into it count as heavy, but Small creatures gain no downsides of this weapon property.
If the armor that was targeted by this spell was Arcane Armor (as described in the Armorer subclass), the Siege Armor integrates that armor model's special weapon. The range/reach of this special weapon is doubled, and it deals an extra damage dice on a hit, the attack roll using the Armorer's normal bonus to the roll. Additionally, the armor gains the benefits of any magic item that is a part of the armor through the Armor Modifications feature that it could benefit from (such as resistance to a type of damage, an increased speed, and so on). If the magic item requires attunement, the Siege Armor gains the benefits from being attuned to it if the Armorer is.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, choosing the Siege Armor option, use the higher level wherever the spell’s level appears in the stat block. If you cast this spell using a spell slot of 5th level or higher, you may concentrate on it for up to an hour, and you may choose to make the Iron Colossus or Siege Armor be Huge, instead of Large. While Huge, their melee weapon attacks deal an extra damage dice.
SIEGE ARMOR
Large vehicle
Armor Class same as the AC of the armor used to create this siege armor
Hit Points 30 + 15 for each spell level above 3rd
Speed 40 ft.
STR
21(+5)
DEX
13(+1)
CON
16(+3)
INT
0
WIS
0
CHA
0
Skills Athletics + (the armor's Strength modifier + PB)
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities all except invisible and prone
Pilot. The armor requires a Medium or Small creature that is wearing the armor to pilot it. While wearing the armor, the pilot gains the vehicle's speed and action options, or some other option, and cannot make reactions, other than to make opportunity attacks when a creature moves out of the reach of one of the siege armor's melee weapons, but cannot make bonus actions.
The creature that is piloting the armor counts as the creature making the attacks. The pilot has total cover, but still is affected by spells and other effects that create an area of effect that deals psychic damage.
Additionally, when the siege armor drops to 0 hit points, the spell ends, and the creature wearing the armor that was transformed by this spell falls prone.
An armorer that is piloting the siege armor may use a bonus action granted by its arcane armor or a magic item that is a part of the armor.
Siege Weapon. The armor deals double damage to object, vehicles, and structures. Additionally, the siege armor may use creatures of Medium or smaller that they are grappling as improvised weapons, dealing bludgeoning damage on a hit. A creature used as an improvised weapon takes bludgeoning damage equal to half the damage dealt to the target hit with the attack.
Actions
Multiattack. The siege armor makes an amount of attacks equal to half the spell's level (rounded up). Only one of these attacks may be with a thrown improvised weapon, but any amount of them may be replaced with a shove or grapple attack.
Slam. Melee Weapon Attack: + (the armor's Strength modifier + PB) to hit, reach 10 ft., one target. Hit: 1d12 + 5 + the spell's level bludgeoning damage.
Improvised Weapon. Melee or Ranged Weapon Attack: + (the armor's Strength modifier + PB) to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 7 (2d4 + 4) damage (bludgeoning, piercing, or slashing based on the proper determined type for the improvised weapon).
Touch one magic item that requires attunement. If you fulfill all normal requirements for attuning to this magic item, and it is not currently attuned to another creature, upon the casting of the spell you automatically become attuned to this magic item. If you do not fulfill the prerequisites or the maximum amount of magic items that may be attuned to this magic item is filled, the spell fails and is wasted.
You may not cast this spell if you are currently attuned to the maximum amount of magic items you are attuned to.
At Higher Levels. When you cast this spell with a spell slot of 5th-level or higher, you may attune to two magic items upon the casting of this spell, instead of one.
Haywire
2nd-level enchantment
Casting Time: 1 action Range: 90 feet Components: S, M (a set of thieves' or artisans' tools you are proficient with) Duration: Concentration, up to 1 minute
This spell allows you to use your prowess in artifice to hack into the mechanical mind of constructed creatures. Choose one construct or warforged you can see that is within range of this spell and force them to make a Wisdom saving throw. A creature with an Intelligence score of 15 or higher makes the saving throw at advantage, and a creature with an Intelligence score of 7 or lower makes the saving throw at disadvantage. On a failed saving throw, they are effected by this spell.
An affected target can't take reactions and must roll a d8 at the start of each of its turns to determine its behavior for that turn. If a creature failed this saving throw or any later Wisdom saving throws against this spell by 5 or more, on its next turn, it rolls the d8 twice, and you choose which behavior of the two rolled it takes.
d8
Behavior
1
You control the creature's actions and movement until the start of the affected creature's next turn. If they make the Attack or Multiattack action during this time, it may only make one attack.
2
The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
3-5
The creature doesn't move or take actions this turn.
6-7
The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
8
The creature can act and move as it chooses, but its speeds are halved and it makes all attack rolls and ability checks at disadvantage until the start of its next turn.
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
At Higher Levels.When you cast this spell using a spell slot of 3rd level or higher, you may target an additional construct within the range of this spell to be targeted by it for each level above 2nd.
Target one creature within range of the spell that is attuned to a magic item. You instantly learn all magic items that they are attuned to and may choose one of those magic items, if it is also within range. They must succeed on a Charisma saving throw or have their attunement automatically end with this magic item, and the creature that is attuned to it takes psychic or necrotic damage (your choice) dependent on the rarity of the magic item, as shown on the level below. On a successful save, they take half damage and remain attuned to it, but do not gain any benefits of that magic item until the end of their your turn.
Rarity
Amount of Damage Dice
Damage Dice
Common
2
d4
Uncommon
2
d6
Rare
3
d8
Very rare
3
d10
Legendary and Artifacts
4
d12
At Higher Levels. When you cast this spell using a 5th-level spell slot or higher, you may choose two attuned items to target with this spell, instead of the normal one. The creature makes a Charisma saving throw for each attuned item targeted.
Temporary Infusion
2nd-level transmutation
Casting Time: 1 bonus action Range: Touch Components: S Duration: Concentration, up to 1 minute
You touch a nonmagical object, imbuing it with temporary magic derived from your powers in artifice. Choose one infusion you know, which must be able to be infused onto that item. This infusion may be one you have already infused an item with. Until the spell ends, the item you choose gains all benefits of that infusion. The spell ends if the item is no longer on your person. If the infused item requires attunement, as long as you are able to attune to a magic item, you automatically attune to it while the spell lasts.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 1 hour. When you use a spell slot of 5th level or higher, the spell lasts for 24 hours and does not require concentration for that duration.
Feats
Infusing Adept
Prerequisite: Spellcasting or Pact Magic feature
You are practiced in the imbuing of items with arcane magic, allowing you to artificially create prototypical magic items. You gain two Infusions Knowns of your choice from the Artificer class. Any infusion you choose this way must have no prerequisite other than being a 2nd-level artificer. You ignore this restriction if you are an artificer that meets the requirements of the infusions you choose from this feat. Whenever you gain a level, you can replace one infusion granted by this feat with another one from the artificer class.
When you finish a long rest, you can touch a nonmagical object and turn it into a magic item, using one of the infusions granted by this feat. Otherwise, you follow all rules for infusing items described in the Infusing an Item feature from the Artificer class.
Your armor is designed to allow you quickly fly through sky. It has the following features:
Repulsor. A blasting node appears on the palms of your armor's hands or the center of your chest. It counts as a simple ranged weapon, with a normal range of 60 feet and a long range of 240 feet. When you hit a creature with this weapon that is at most one size larger than you, you may push the target up to 10 feet directly away from you.
Thrusters. As a bonus action, you may activate the thrusters inlaid in the palms of your hands or bottom of your boots to allow you to fly. You gain a flying speed equal to an amount of feet equal to 10 times your proficiency bonus for 10 minutes. You may use this bonus action an amount of times equal to your Intelligence modifier (minimum of once), regaining all expended uses when you finish a long rest.
For this one I would drop the range of the Repulsor to 120 for., and I would add some actual damage to it as well. I would also have the thrusters flying speed adjust to Int mod *10, and have the number of uses switch to 2 times per short rest.
Faceless
Faceless
You have designed your armor to allow you to disguise yourself and aid you in social situations. It has the following features:
Shrouded Gloves. Each of the armor's gloves count as a simple martial weapon while you aren't holding anything in it, and deals 1d6 psychic damage on a hit. A creature hit by the glove is deafened and cannot speak or make any verbal noise until the start of your next turn, as the armor magically disrupts the creature's cognition.
Veiled Armor. Your armor can be hidden underneath clothing.
Mask of Armor. As an action, you may cause the armor to shift colors and design, changing your appearance into a form of your choice. Your physical appearance changes to that of a creature you have seen while wearing this armor, but the armor's appearance doesn't change. This change lasts until you use this feature again, or return to your original form (no action required).
For this one I would make the target need to succeed at an Ability Check (Int maybe?) against your Spell Save DC to be able to speak so it doesn’t automatically shut down spellcasters.
Instead of wearing it underneath your cloths I would make it so that it can look like a normal set of Common or Travelers Cloths, changeable after a short or long rest.
For the chameleon ability that’s more powerful than an at-will disguise self. This is waayyy more powerful than the Whisper Bard’s Mantle of Whispers feature. Make this 1ce/Long Rest at most, have it last an hour at the longest, and give other creatures a chance to see through it. Even then, with the rest of the armor’s features too this is waayyy OP.
Infusions
The Armor
Artificed Armor
Prerequisite: 10th-level Artificer Item: A set of medium or heavy armor, but not hide (requires attunement)
Etc....
I think this infusion should be it’s own Artificer Subclass instead.
The Goggles
Goggles of Precision
Prerequisite: 6th-level artificer Item: A pair of goggles or glasses (requires attunement by a creature with eyes)
These goggles have 6 charges. The wearer can expend the goggle's charges in the following ways:
The wearer uses a reaction before rolling an Intelligence (Investigation) or Wisdom (Perception) check to expend 1 charge. The wearer then gains advantage on all Intelligence (Investigation) and Wisdom (Perception) checks made in the next hour that are based on sight.
When the wearer misses with an attack roll, it can expend 2 charges to reroll the attack roll. They must use the new roll, and may not use this feature more than once a turn.
The goggles regain 1d6 charges daily at dawn.
I would have written like this:
Goggles of Precision
Prerequisite: 6th-level artificer Item: A set of eyewear (requires attunement by a creature with eyes)
These goggles have 6 charges. The wearer can expend the goggle's charges in the following ways:
Whenever the wearer makes an Intelligence (Investigation) or Wisdom (Perception) check, they can spend one charge to roll an additional d20. They can choose to spend after they roll the initial check, but before the outcome is determined. They choose which of the d20s is used for the check.
Once per turn, whenever the wearer makes an attack roll they can spend one charge to roll an additional d20. They can choose to spend the charge after the initial attack roll, but before the outcome is determined. They choose which of the d20s is used for the attack roll.
The goggles regain 1d6 charges daily at dawn.
The Helm
Sentient Helm
Prerequisite: 6th-level artificer Item: a helmet, hat, or mask (requires attunement)
You infuse this helmet, hat, or mask with an artificial sentience that you created, for the purpose to aid its wearer in intellectual tasks. The creature that is attuned to this item can communicate telepathically or verbally with the sentience while wearing the helmet. The sentience is helpful and kind to its wearer, but all other aspects of its personality (its name, voice, gender, tone, and so on) are determined by you upon infusing the item. The sentience has no Strength, Dexterity, or Constitution scores, but its Intelligence, Wisdom, and Charisma scores are the same as yours.
While attuned to and wearing this item, a creature's Intelligence score increases by 2, as does their maximum for that ability score. Additionally, they gain advantage on Intelligence based ability checks and saving throws while wearing this item.
I would write it like this:
Sentient Helm
Prerequisite: 6th-level artificer (When you infuse this item, choose a set of tools you are proficient with other than Tinker’s Tools.) Item: a picee of headware (requires attunement by a creature friendly to its creator)
You infuse a piece of headware with an artificial sentience that you created, for the purpose to aid its wearer in intellectual tasks.
This item is friendly to its creator, and any creature that is attuned to it. While wearing this item the attuned creature has advantage on all Intelligence Checks and Saving throws, Wisdom (Perception) checks made to avoid being surprised, and checks made using Tinker’s Tools or another toolset this item is proficient with.
In addition, this item comes with 1 charge. As an action, the wearer can spend this charge to temporarily absorb the item’s independent Intelligence. For the next hour, all of this item’s other benefits cease to function, and for the duration the wearer gains a +2 bonus to their Intelligence to a maximum of 22. The wearer can end this effect as a bonus action. This item regains its spent charge each day at Dawn.
Sentience
This piece of headware a sentient. It’s alignment matches it’s creator’s, it has an intelligence equal to 8+ your Intelligence modifier + your Proficiency bonus. It has a Wisdom and a Charisma of 10. It has hearing and Darkvision out to a range of 120 feet. It can read, and understand the languages you speaks, and can communicate with its wielder telepathically. This item counts as proficient with Tinker's Tools, and any one other set of tools you are proficient with chosen when this item is infused.
Personality
This item is friendly to you and it’s wearer, all other aspects of its personality (its name, voice, gender, tone, and so on) are determined by you when you infuse the item.
Specialist’s Item
This infusion is ridiculously overpowered. It completely invalidates the entire point of making the player chose which items they intend to replicate. There is no way in heck this is ever going to be anything even remotely close to balanced.
Spell Producing Module.
This infusion is ridiculously overpowered. There is no way in heck this is ever going to be anything even remotely close to balanced.
Spells
Create Magic Item
Oh heck no. For one thing, this is what Infusions are for. For another thing, this is so far outside of anything even remotely close to balanced I’m not sure where to start. Maybe something like:
Create Magic Item
3rd-level transmutation
Casting Time: 1 hour Range: Touch Components: S, M* Duration: 8 hours, or until dismissed or dispelled
You temporarily bind strings of Magic into any one nonmagical piece of equipment you touch for the entire casting time. When the spell is complete, the piece of equipment takes on the properties of a common magic item of the same type from the Dungeon Master's Guide. You can end this spells effect as an action by touching the item.
You can’t have more than one magic item created by this spell at a time. If you cast this spell while another item created by this spell already exists, the initial item immediately reverts to a nonmagical item.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the rarity of the created magic item increases by one level for each spell slot level above 3rd.
* - (the item to be enchanted, and a quantity of powdered gold valued at 50 gp per level of rarity for the Magic Item to be reproduced, which the spell consumes)
Create War Machine
Dude. Way broken.
Just the Iron Colossus portion of the spell alone is already more powerful than the enlarge half of Enlarge/Reduce. Now, admittedly it can only target a Warforged, and it can’t shrink anything, but all by itself it could be its own unique lower-level spell. Personally, I think it would work better as a race specific Rare Magic Item.
For the Siege Armor portion, it is way too complicated and just does way too much stuff for a 3rd-level spell. The way you wrote it would be more appropriate as a 5th or maybe even 7th-level spell as long as it was adjusted appropriately. Perhaps something a little more like this:
Create War Machine
3rd-level transmutation
Casting Time: 1 action Range: Touch Components: S, M* Duration: Concentration, up to 10 minutes
You quickly turn a set of nonmagical Medium or Heavy metal armor that you touch into a war machine, a towering construct, a Large land vehicle called a Siege Walker. The armor you target must be not being worn, or being worn by a willing creature when you cast the spell. The armor becomes a bipedal land vehicle that can be piloted by any friendly creatures you choose when you cast this spell. See the Siege Walker stat block for its statistics, which also uses your proficiency bonus (PB) in several places. The armor gains those statistics until the spell ends.
If this spell is cast on a suite of armor that is being worn by a creature, the Siege Walker is created with that creature automatically piloting the vehicle, and the creature retains any items it was holding or carrying when this spell was cast. If the Siege Walker does not have a pilot, you or any friendly creature designated when you cast the spell can spend an action to enter the Siege Walker, becoming the Vehicle’s next pilot.
For the duration, the vehicle’s pilot gains the bane fit of total cover. Attacks originating from outside the Walker cannot target the pilot, and the pilot only takes damage from area effects that deal Psychic damage. While a creature is embarked in this vehicle, it cannot use features or ability that target a creature other than itself.
If the vehicle drops to 0 HP, this spell ends. When this spell ends, the vehicle reverts to its original form, and if the vehicle had a pilot at the time, that creature can choose to automatically don the armor if the armor is of the right size, and that creature is not already wearing armor. If the creature does not don the armor when the vehicle reverts, the creature is instead placed in an unoccupied space within 5 feet.
At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you can maintain your concentration on the spell for up to an hour. When you cast this spell using a spell slot of 7th or 8th level, you can maintain your concentration on the spell for up to 8 hours. When you use a 9th level spell slot of, you can maintain your concentration on the spell for up to 24 hours.
*-(a suite of nonmagical, medium or heavy armor made of metal worth at least 50gp, and powdered gold worth 50gp per spell level which the spell consumes)
Siege Weapon. This vehicle deals double damage to objects, vehicles, and structures.
Magic Weapons. The Siege Walker’s attacks count as magical for the purpose of overcoming damage resistance.
Actions
On its turn, the Siege Walker can take 2 actions, choosing from the options below. It cannot act if it has no crew.
Disembark Pilot. The Siege Walker can open its hull and disembark its pilot into an unoccupied space within 5 feet.
Attack with its Arms.The Siege Walker can use each of its arms to make either an Unarmed Strike, or a grapple attempt.
Crush. The Siege Walker can attempt to crush a Medium or smaller creature or object it is holding.
Improvised Weapons. If the Siege Walker is holding at least one Medium or smaller object, or grappling at least one Medium or smaller creature; the Siege Walker can throw each held or grappled creatures or objects as Improvised weapons instead of attacking with its arms as normal.
Move.The Siege Walker can move up to the speed of its legs, turning any number of times as needed.
Hull
Armor Class10 + the spell’s level.
Hit Points 50 + ten times the spell’s level. (damage threshold 10)
Movement: Legs
Armor Class10 + the spell’s level.
Hit Points 50 + ten times the spell’s level; -5 ft. speed per 10 damage taken
Speed (walking) 30 ft.
Weapon: Arms (2)
Armor Class10 + the spell’s level
Hit Points 25 + ten times this spell’s level each
Unarmed Strike. Melee Weapon Attack: +5* to hit, reach 10 ft., one target. Hit: 1d12 + 5 + the spell's level bludgeoning damage. *If the Walker’s pilot is proficient with land vehicles, the Siege Walker can add the pilots Proficiency bonus to attack rolls for its unarmed strikes.
Grapple. The Siege Walker can make a grapple attempt in place of one or more of its unarmed strikes. Using an unoccupied arm to make a Strength check* against a Huge or smaller creature within 10 feet. The target contests this check with their choice of either a Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, you subject the target to the grappled condition. The condition specifies the things that end it, and you can release the target whenever you like (no action required). *If the Walker’s pilot is proficient with land vehicles, the Siege Walker can add the pilots Proficiency bonus to the check.
Crush. The Siege Walker can attempt to crush a Medium or smaller creature or object it is holding. The target must make a DC 13* Constitution saving throw. The target takes 2d6+5 bludgeoning damage on a failed save, or half as much damage on a successful save. *If the Walker’s pilot is proficient with land vehicles, the Siege Walker can add the pilots Proficiency bonus to the save DC for its Crush ability.
Improvised Weapon.Melee or Ranged Weapon Attack: +5* to hit, reach 15 ft. or ranged 30 ft./90 ft., one target. Hit: 7 (2d4 + 5) damage of the appropriate type (bludgeoning, piercing, or slashing) for the improvised weapon, both the target and the improvised weapon take this damage simultaneously. *If the Walker’s pilot is proficient with improvised weapons, the Siege Walker can add the pilots Proficiency bonus to its attack rolls with improvised weapons.
The Siege Walker also has the following feature:
Light. A Bullseye Lantern is mounted on the front of the Walker, the pilot can activate or deactivate this lantern as a free action once per turn.
Your armor is designed to allow you quickly fly through sky. It has the following features:
Repulsor. A blasting node appears on the palms of your armor's hands or the center of your chest. It counts as a simple ranged weapon, with a normal range of 60 feet and a long range of 240 feet. When you hit a creature with this weapon that is at most one size larger than you, you may push the target up to 10 feet directly away from you.
Thrusters. As a bonus action, you may activate the thrusters inlaid in the palms of your hands or bottom of your boots to allow you to fly. You gain a flying speed equal to an amount of feet equal to 10 times your proficiency bonus for 10 minutes. You may use this bonus action an amount of times equal to your Intelligence modifier (minimum of once), regaining all expended uses when you finish a long rest.
For this one I would drop the range of the Repulsor to 120 for., and I would add some actual damage to it as well. I would also have the thrusters flying speed adjust to Int mod *10, and have the number of uses switch to 2 times per short rest.
Ah, that was a mistake. I had it be 1d6 force damage in my written down version, but somehow forgot to put it in this version. Okay. I could go with what WotC are doing and make it be Proficiency bonus uses each long rest, and then do what you recommended and have it be 10 x Int. mod. I'll think that over. Thanks for the recommendations. ]
Faceless
Faceless
You have designed your armor to allow you to disguise yourself and aid you in social situations. It has the following features:
Shrouded Gloves. Each of the armor's gloves count as a simple martial weapon while you aren't holding anything in it, and deals 1d6 psychic damage on a hit. A creature hit by the glove is deafened and cannot speak or make any verbal noise until the start of your next turn, as the armor magically disrupts the creature's cognition.
Veiled Armor. Your armor can be hidden underneath clothing.
Mask of Armor. As an action, you may cause the armor to shift colors and design, changing your appearance into a form of your choice. Your physical appearance changes to that of a creature you have seen while wearing this armor, but the armor's appearance doesn't change. This change lasts until you use this feature again, or return to your original form (no action required).
For this one I would make the target need to succeed at an Ability Check (Int maybe?) against your Spell Save DC to be able to speak so it doesn’t automatically shut down spellcasters.
Oh, I hadn't really thought about that. Nice catch. I will do something like that. (Int competition or Intelligence saving throw, maybe?)
Instead of wearing it underneath your cloths I would make it so that it can look like a normal set of Common or Travelers Cloths, changeable after a short or long rest.
That's a good idea. I think that would be a cool change for it.
For the chameleon ability that’s more powerful than an at-will disguise self. This is waayyy more powerful than the Whisper Bard’s Mantle of Whispers feature. Make this 1ce/Long Rest at most, have it last an hour at the longest, and give other creatures a chance to see through it. Even then, with the rest of the armor’s features too this is waayyy OP.
Okay, I'll think of ways to nerf it. It was supposed to essentially turn them into a changeling, but maybe I could let them cast Disguise Self a certain amount of times each long rest for free?
Infusions
The Armor
Artificed Armor
Prerequisite: 10th-level Artificer Item: A set of medium or heavy armor, but not hide (requires attunement)
Etc....
I think this infusion should be it’s own Artificer Subclass instead.
This was supposed to be a way to enhance any artificer that wants a battle-droid, mostly Armorers. Is there anything specific about it that you would change, or do you just not think this should exist?
The Goggles
Goggles of Precision
Prerequisite: 6th-level artificer Item: A pair of goggles or glasses (requires attunement by a creature with eyes)
These goggles have 6 charges. The wearer can expend the goggle's charges in the following ways:
The wearer uses a reaction before rolling an Intelligence (Investigation) or Wisdom (Perception) check to expend 1 charge. The wearer then gains advantage on all Intelligence (Investigation) and Wisdom (Perception) checks made in the next hour that are based on sight.
When the wearer misses with an attack roll, it can expend 2 charges to reroll the attack roll. They must use the new roll, and may not use this feature more than once a turn.
The goggles regain 1d6 charges daily at dawn.
I would have written like this:
Goggles of Precision
Prerequisite: 6th-level artificer Item: A set of eyewear (requires attunement by a creature with eyes)
These goggles have 6 charges. The wearer can expend the goggle's charges in the following ways:
Whenever the wearer makes an Intelligence (Investigation) or Wisdom (Perception) check, they can spend one charge to roll an additional d20. They can choose to spend after they roll the initial check, but before the outcome is determined. They choose which of the d20s is used for the check.
Once per turn, whenever the wearer makes an attack roll they can spend one charge to roll an additional d20. They can choose to spend the charge after the initial attack roll, but before the outcome is determined. They choose which of the d20s is used for the attack roll.
The goggles regain 1d6 charges daily at dawn.
Okay, thanks. I'll probably do something like that.
The Helm
Sentient Helm
Prerequisite: 6th-level artificer Item: a helmet, hat, or mask (requires attunement)
You infuse this helmet, hat, or mask with an artificial sentience that you created, for the purpose to aid its wearer in intellectual tasks. The creature that is attuned to this item can communicate telepathically or verbally with the sentience while wearing the helmet. The sentience is helpful and kind to its wearer, but all other aspects of its personality (its name, voice, gender, tone, and so on) are determined by you upon infusing the item. The sentience has no Strength, Dexterity, or Constitution scores, but its Intelligence, Wisdom, and Charisma scores are the same as yours.
While attuned to and wearing this item, a creature's Intelligence score increases by 2, as does their maximum for that ability score. Additionally, they gain advantage on Intelligence based ability checks and saving throws while wearing this item.
I would write it like this:
Sentient Helm
Prerequisite: 6th-level artificer (When you infuse this item, choose a set of tools you are proficient with other than Tinker’s Tools.) Item: a pieece of headwear (requires attunement by a creature friendly to its creator)
You infuse a piece of headwear with an artificial sentience that you created, for the purpose to aid its wearer in intellectual tasks.
This item is friendly to its creator, and any creature that is attuned to it. While wearing this item the attuned creature has advantage on all Intelligence Checks and Saving throws, Wisdom (Perception) checks made to avoid being surprised, and checks made using Tinker’s Tools or another toolset this item is proficient with.
In addition, this item comes with 1 charge. As an action, the wearer can spend this charge to temporarily absorb the item’s independent Intelligence. For the next hour, all of this item’s other benefits cease to function, and for the duration the wearer gains a +2 bonus to their Intelligence to a maximum of 22. The wearer can end this effect as a bonus action. This item regains its spent charge each day at Dawn.
Sentience
This piece of headwear a sentient. It’s alignment matches it’s creator’s, it has an intelligence equal to 8+ your Intelligence modifier + your Proficiency bonus. It has a Wisdom and a Charisma of 10. It has hearing and Darkvision out to a range of 120 feet. It can read, and understand the languages you speaks, and can communicate with its wielder telepathically. This item counts as proficient with [Tooltip Not Found], and any one other set of tools you are proficient with chosen when this item is infused.
Personality
This item is friendly to you and it’s wearer, all other aspects of its personality (its name, voice, gender, tone, and so on) are determined by you when you infuse the item.
(You have a tooltip not found in there, what is this meant to be?)
Thanks for the recommendation! I'll probably format it a bit more like this. I'm not sure about the charge expenditure, though. I can see why you did it, and you gave them a few more things in return, like the advantage on tool checks and Perception against being surprised. I'll probably remove the advantage on tools and perception, as most artificer tool-checks will be Intelligence based already, and Perception doesn't really have much to do with Intelligence and would be redundant if the artificer has the Goggles of Precision.
Let me think about this. I'll definitely use your format, but I'm not sure about some of the things.
Specialist’s Item
This infusion is ridiculously overpowered. It completely invalidates the entire point of making the player chose which items they intend to replicate. There is no way in heck this is ever going to be anything even remotely close to balanced.
Okay, then. I guess the idea doesn't work.
Spell Producing Module.
This infusion is ridiculously overpowered. There is no way in heck this is ever going to be anything even remotely close to balanced.
Ah, sorry. I forgot to right down that this is meant to be once each dawn. Maybe that was the issue? Does that change your feedback at all with this?
(If that's still a problem, I could make it require attunement.)
Spells
Create Magic Item
Oh heck no. For one thing, this is what Infusions are for. For another thing, this is so far outside of anything even remotely close to balanced I’m not sure where to start.
Infusions are meant to be "prototypes" of magic items. This would come at level 17 for artificers, and would make it so an artificer would be able to create some more permanent magic items. It's late game and its usability is limited even at late levels by the table that shows how many items of the specific rarities you can have and how much it costs to make those.
Maybe something like:
Create Magic Item
3rd-level transmutation
Casting Time: 1 hour Range: Touch Components: S, M* Duration: 8 hours, or until dismissed or dispelled
You temporarily bind strings of Magic into any one nonmagical piece of equipment you touch for the entire casting time. When the spell is complete, the piece of equipment takes on the properties of a common magic item of the same type from the Dungeon Master's Guide. You can end this spells effect as an action by touching the item.
You can’t have more than one magic item created by this spell at a time. If you cast this spell while another item created by this spell already exists, the initial item immediately reverts to a nonmagical item.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the rarity of the created magic item increases by one level for each spell slot level above 3rd.
* - (the item to be enchanted, and a quantity of powdered gold valued at 50 gp per level of rarity for the Magic Item to be reproduced, which the spell consumes)
This is a bit like my "Temporary Infusion" spell. Creating a temporary common magic item using a 3rd level spell slot as an artificer seems a bit of an underwhelming use of your spell slot. I'll think it over, though.
Create War Machine
Dude. Way broken.
Which is the reason for feedback ;)
The idea means more than the original mechanics.
Just the Iron Colossus portion of the spell alone is already more powerful than the enlarge half of Enlarge/Reduce. Now, admittedly it can only target a Warforged, and it can’t shrink anything, but all by itself it could be its own unique lower-level spell. Personally, I think it would work better as a race specific Rare Magic Item.
I understand the desire to compare this to Enlarge/Reduce, which was obviously a basis for parts of this spell, but keep in mind that this is a 3rd-level spell, which means that you also have to take in account other 3rd-level buffing spells, such as haste and spirit shroud.
As you pointed out, there are quite a few differences between this and Enlarge/Reduce. Let's go down some of the most notable ones:
Can only target creatures, and only Warforged that are wearing metal armor and metallic constructs.
It can only target Medium creatures, and can only turn them Large (or Huge if upcast).
Its melee weapon attacks (instead of just weapon attacks) deal an extra damage dice (instead of extra 1d4 damage dice).
It grants temporary hit points (which can be removed if this needs balancing).
They may halve distance moved as a reaction (which also may be removed).
Both Haste and Spirit Shroud are combat-buffing spells that last 1 minute, like this spell does. They all do different things, but increase damage in similar amounts to each other and to this spell. Haste grants a creature an additional action, +2 to AC, advantage on Dexterity saving throws (arguably better than advantage on Strength checks and saving throws), and doubled speed. It does have the lost turn after the spell ends to balance it out a bit, so if this spell needs a bit there could be something like that to make it more balanced. Spirit Shroud increases someone's damage on every attack they do, unlike this spell that is specific to melee weapon attacks, while also having the debuff of making it so enemies can't regain hit points after you damage them and reducing speed of people who start their turn near you.
Are there any specific parts of this version you think is too powerful?
For the Siege Armor portion, it is way too complicated and just does way too much stuff for a 3rd-level spell.
It is only slightly more (if at all more) complex than any of the new Summoning spells from Tasha's, due to each set of Siege Armor being the same, unlike the summon spells which grant different versions of the creatures that can be summoned (demons/devils/yugoloths for summon fiend, etc). I agree that it does a lot, and is really wordy, but I don't think it needs to change as drastically as you think it does.
The way you wrote it would be more appropriate as a 5th or maybe even 7th-level spell as long as it was adjusted appropriately. Perhaps something a little more like this:
Create War Machine
3rd-level transmutation
Casting Time: 1 action Range: Touch Components: S, M* Duration: Concentration, up to 10 minutes
You quickly turn a set of nonmagical Medium or Heavy metal armor that you touch into a war machine, a towering construct, a Large land vehicle called a Siege Walker. The armor you target must be not being worn, or being worn by a willing creature when you cast the spell. The armor becomes a bipedal land vehicle that can be piloted by any friendly creatures you choose when you cast this spell. See the Siege Walker stat block for its statistics, which also uses your proficiency bonus (PB) in several places. The armor gains those statistics until the spell ends.
If this spell is cast on a suite of armor that is being worn by a creature, the Siege Walker is created with that creature automatically piloting the vehicle, and the creature retains any items it was holding or carrying when this spell was cast. If the Siege Walker does not have a pilot, you or any friendly creature designated when you cast the spell can spend an action to enter the Siege Walker, becoming the Vehicle’s next pilot.
For the duration, the vehicle’s pilot gains the bane fit of total cover. Attacks originating from outside the Walker cannot target the pilot, and the pilot only takes damage from area effects that deal Psychic damage. While a creature is embarked in this vehicle, it cannot use features or ability that target a creature other than itself.
If the vehicle drops to 0 HP, this spell ends. When this spell ends, the vehicle reverts to its original form, and if the vehicle had a pilot at the time, that creature can choose to automatically don the armor if the armor is of the right size, and that creature is not already wearing armor. If the creature does not don the armor when the vehicle reverts, the creature is instead placed in an unoccupied space within 5 feet.
At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you can maintain your concentration on the spell for up to an hour. When you cast this spell using a spell slot of 7th or 8th level, you can maintain your concentration on the spell for up to 8 hours. When you use a 9th level spell slot of, you can maintain your concentration on the spell for up to 24 hours.
*-(a suite of nonmagical, medium or heavy armor made of metal worth at least 50gp, and powdered gold worth 50gp per spell level which the spell consumes)
Siege Weapon. This vehicle deals double damage to objects, vehicles, and structures.
Magic Weapons. The Siege Walker’s attacks count as magical for the purpose of overcoming damage resistance.
Actions
On its turn, the Siege Walker can take 2 actions, choosing from the options below. It cannot act if it has no crew.
Disembarked Pilot. The Siege Walker can open its hull and disembark its pilot into an unoccupied space within 5 feet.
Attack with its Arms.The Siege Walker can use each of its arms to make either an Unarmed Strike, or a grapple attempt.
Crush. The Siege Walker can attempt to crush a Medium or smaller creature or object it is holding.
Improvised Weapons. If the Siege Walker is holding at least one Medium or smaller object, or grappling at least one Medium or smaller creature; the Siege Walker can throw each held or grappled creatures or objects as Improvised weapons instead of attacking with its arms as normal.
Move.The Siege Walker can move up to the speed of its legs, turning any number of times as needed.
Hull
Armor Class10 + the spell’s level.
Hit Points 50 + ten times the spell’s level. (damage threshold 10)
Movement: Legs
Armor Class10 + the spell’s level.
Hit Points 50 + ten times the spell’s level; -5 ft. speed per 10 damage taken
Speed (walking) 30 ft.
Weapon: Arms (2)
Armor Class10 + the spell’s level
Hit Points 25 + ten times this spell’s level each
Unarmed Strike. Melee Weapon Attack: +5* to hit, reach 10 ft., one target. Hit: 1d12 + 5 + the spell's level bludgeoning damage. *If the Walker’s pilot is proficient with land vehicles, the Siege Walker can add the pilots Proficiency bonus to attack rolls for its unarmed strikes.
Grapple. The Siege Walker can make a grapple attempt in place of one or more of its unarmed strikes. Using an unoccupied arm to make a Strength check* against a Huge or smaller creature within 10 feet. The target contests this check with their choice of either a Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, you subject the target to the grappled condition. The condition specifies the things that end it, and you can release the target whenever you like (no action required). *If the Walker’s pilot is proficient with land vehicles, the Siege Walker can add the pilots Proficiency bonus to the check.
Crush. The Siege Walker can attempt to crush a Medium or smaller creature or object it is holding. The target must make a DC 13* Constitution saving throw. The target takes 2d6+5 bludgeoning damage on a failed save, or half as much damage on a successful save. *If the Walker’s pilot is proficient with land vehicles, the Siege Walker can add the pilots Proficiency bonus to the save DC for its Crush ability.
Improvised Weapon. Melee or Ranged Weapon Attack: +5* to hit, reach 15 ft. or ranged 30 ft./90 ft., one target. Hit: 7 (2d4 + 5) damage of the appropriate type (bludgeoning, piercing, or slashing) for the improvised weapon, both the target and the improvised weapon take this damage simultaneously. *If the Walker’s pilot is proficient with improvised weapons, the Siege Walker can add the pilots Proficiency bonus to its attack rolls with improvised weapons.
The Siege Walker also has the following feature:
Light. A [Tooltip Not Found] is mounted on the front of the Walker, the pilot can activate or deactivate this lantern as a free action once per turn.
First, there's another "tooltip not found" here. What is that meant to be? I'm assuming it's an everbright lantern or something like that.
Second, this is more complicated than my version. I'll refer you to the Stahlmaster, which is what my Siege Armor is based off of.
Third, I really, really appreciate you giving feedback on this spell and trying to help me with it. Even if I may disagree with parts of it, I still really appreciate it.
Fast Attunement
👍
Great!
I’ll have to get to the others later.
Thanks! Take your time. You've done more than enough for now.
(Just a side note, you may want to keep in mind that these spells are Artificer specific, so none of them should have scaling above casting them with a 5th-level spell slot, like Paladin and Ranger spells.)
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Please check out my homebrew, I would appreciate feedback:
hey wait a minute why is planar ally on the list of reproducable spells?
how is summoning something from elsewhere and signing a contract with them an artificer thing
It's specifically for Battle Smiths, and only because that's one of the 6th level spells that fit them at all (due to them having some paladin spells).
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Please check out my homebrew, I would appreciate feedback:
Well, for that Armor Infusion, it could get tricky Donning/Doffing etc for an Armorer, and for a Battle Smith they could potentially have their Defender, a Homunculus, a Familiar (via an infused tattoo needle), and then this... Talk about DM headaches.... But as it’s own subclass that exists halfway between those two subclasses it sounds really interesting to me.
Sentient Helm
For the Helm, the charge was to make sure that Int 22 would only be temporary. Advantage to not be surprised would be because you are wearing a sentient helmet that has Darkvision and hearing to 120 feet that can say “Hey, look out behind you!” And having advantage on all Int Checks, Int Saving Throws, and all checks made with Tinker’s Tools and any one other Toolset is no small thing. (That missing tooltip is just another instance of Tinker's Tools by the way.) And many Tool checks will utilize a different Ability than Int most of the time, a lot will be either Dex or Str, and this would help with those. Like Thieves’ Tools for picking locks & disarming traps would be Dex for example. Also, don’t forget that anyone can wear one of these infusions, so while some of the bonuses may not be the most amazing for an Artificer, they may be more amazing for a party member and that’s okay.
Spell Producing Module
No, it doesn't change my opinion. If Artificers were intended to cast spells of those levels, they would. Maybe instead of that entirely way too long spell list, if they needed a party member with spells that high to stick one of their spells into the module...? That would both simplify and balance it a bit.
*Create Magic Item
(See Side Note below.)
There are already mechanics for creating permanent Magic Items, and Artificers already get the best boosts in the game towards that task. Maybe instead make your idea into an Infusion that extends those bonuses further? I dunno, this spell just seems both highly abusable, and inevitably unfun for both players and DM alike. To quote Mr. Horse: “No sir, I don’t like it.”. Also, any spell that needs a table like yours and requires the Player to track permanent information of that sort is not really a spell. It’s actually a class feature pretending to be a spell. D&D spells are not designed to work that way. If you ever find yourself writing a spell with that design, that is your first clue that you’ve done it wrong and either need to rethink the spell, expand it into an entire subclass, or bin it. I can agree with you that my suggestion feels a bit anemic as a 3rd level slot. Perhaps an uncommon item for a 3rd or 4th-level slot, and a Rare for a 5th-level or higher slot?
Create War Machine
Okay, for one thing, the way you wrote it is not a 3rd-level spell. It is at least a 2nd-level spell and a 3rd-level spell jammed together like two cars after a high speed collision. It really is two different spells that are only vaguely connected by theme, and generally similarish in design. Part of the reason it’s so wordy and convoluted is because you were trying to compensate for having shoehorned them together. That’s why I suggest separating them. Having a spell that only affects Warforged like that makes no sense to me at all, which is why I suggest making the Iron Colossus into a cool and unique Magic item, and not as a spell at all. (If you are going to keep them crammed together, this needs to be a 5th-level spell at the absolute minimum, and that’s if you heavily restrict the Siege Armor half of it.) As for the Siege Armor, if you’re gonna write a spell that turns a piece of armor into a Walker, then why not actually use a Vehicle statblock?!? It’s cool, it’s unique, it’s interesting, and it hasn’t been done before. Also, the other reason your version is so wordy and convoluted is to account for all the possibilities of the armor having been magical, and what if they had a shield, etc. If you simplify it to only affect a suite of nonmagical armor then you don’t have to worry about that at all. (And if you aren’t going to make those restrictions then this half of the spell alone should be 4th-5th level. If you keep the Colossus half included, it would need to be higher.). (That tooltip was just a simple bullseye lantern.) And I know I said this once, but it bears repeating: If you’re gonna write a spell to turn a suite of armor into a Walker, make it an actual vehicle. That’s way too cool to not do. 😉
That NPC you referenced uses an NPC/Monster statblock for the DM’s convenience. Just like the Abjurer uses the stripped-down monster statblock instead of having all of the features and the full listing that a full Abjuration Wizard would have (as do the Conjurer, Diviner, etc.), and just like the Assassin and Swashbuckler use the Monster statblock instead of having a Rogue’s full features, all NPCs use that same stripped-down statblock design. Most NPCs either only ever have a brief social encounters, or a single brief combat encounter, and then they no longer need to be, they exist for a few in-game minutes and that’s it. So it’s important for a DM to not get bogged down trying to use them efficiently. That means dumping the extra unnecessary info and streamlining the layout so the DM can quickly drop their eyes to the relevant parts because all NPC/Monster statblocks have the exact same layout. This spell is designed not for DM use, but for PC use. There is no reason that the Players shouldn’t get a full Vehicle statblock for the Walker instead of the abridged monster version that NPC has.
*Side Note
I have never lost sight of that. I am 100% cognizant that an Artificer could at most crank these spells to 5th-level. I wrote all of my notes and suggestions with that in mind. I also was careful to remember that any 10th level Bard could also learn these spells too, and their slots go to 9th-level just like every other full caster. Some of my comments about balance stemmed from that consideration. (That is something that you may want to keep in mind.)
Well, for that Armor Infusion, it could get tricky Donning/Doffing etc for an Armorer, and for a Battle Smith they could potentially have their Defender, a Homunculus, a Familiar (via an infused tattoo needle), and then this... Talk about DM headaches.... But as it’s own subclass that exists halfway between those two subclasses it sounds really interesting to me.
Well, they'd need to take a feat, magic item, or multiclass to get the familiar, and this is more intended for Armorers than Battle Smiths. There's already an infusion that gives you a creature that can act on your bonus action (the Homunculus), even though the Battle Smith already has a creature that can do that. This is less of a headache than a necromancer is, or any person that has one of those spells that can summon more than one creature.
This does exist kind of as a halfway between the Armorer and Battle Smith subclass, but as an infusion. It's the same way that the Homunculus Servant exists as a halfway between familiars/the UA Alchemical Homunculus and the Battle Smith.
Sentient Helm
For the Helm, the charge was to make sure that Int 22 would only be temporary. Advantage to not be surprised would be because you are wearing a sentient helmet that has Darkvision and hearing to 120 feet that can say “Hey, look out behind you!” And having advantage on all Int Checks, Int Saving Throws, and all checks made with Tinker’s Tools and any one other Toolset is no small thing. (That missing tooltip is just another instance of Tinker's Tools by the way.) And many Tool checks will utilize a different Ability than Int most of the time, a lot will be either Dex or Str, and this would help with those. Like Thieves’ Tools for picking locks & disarming traps would be Dex for example. Also, don’t forget that anyone can wear one of these infusions, so while some of the bonuses may not be the most amazing for an Artificer, they may be more amazing for a party member and that’s okay.
That's a good point. I will probably do something like that.
Spell Producing Module
No, it doesn't change my opinion. If Artificers were intended to cast spells of those levels, they would. Maybe instead of that entirely way too long spell list, if they needed a party member with spells that high to stick one of their spells into the module...? That would both simplify and balance it a bit.
Okay, then. Your opinion has been noted. I am aware that there could be balance issues, but the majority of the spells on the list are subclass specific, and I think making it require attunement could make it be a lot better in balance. I'm not going to immediately throw it out, but if enough people say they don't like it, I will probably get rid of it.
*Create Magic Item
(See Side Note below.)
There are already mechanics for creating permanent Magic Items, and Artificers already get the best boosts in the game towards that task. Maybe instead make your idea into an Infusion that extends those bonuses further? I dunno, this spell just seems both highly abusable, and inevitably unfun for both players and DM alike. To quote Mr. Horse: “No sir, I don’t like it.”. Also, any spell that needs a table like yours and requires the Player to track permanent information of that sort is not really a spell. It’s actually a class feature pretending to be a spell. D&D spells are not designed to work that way. If you ever find yourself writing a spell with that design, that is your first clue that you’ve done it wrong and either need to rethink the spell, expand it into an entire subclass, or bin it. I can agree with you that my suggestion feels a bit anemic as a 3rd level slot. Perhaps an uncommon item for a 3rd or 4th-level slot, and a Rare for a 5th-level or higher slot?
I may end up just dumping this if enough people express concerns about it.
Create War Machine
Okay, for one thing, the way you wrote it is not a 3rd-level spell. It is at least a 2nd-level spell and a 3rd-level spell jammed together like two cars after a high speed collision. It really is two different spells that are only vaguely connected by theme, and generally similarish in design. Part of the reason it’s so wordy and convoluted is because you were trying to compensate for having shoehorned them together. That’s why I suggest separating them.
Okay. I could split these into two different spells if they're too different.
Having a spell that only affects Warforged like that makes no sense to me at all, which is why I suggest making the Iron Colossus into a cool and unique Magic item, and not as a spell at all. (If you are going to keep them crammed together, this needs to be a 5th-level spell at the absolute minimum, and that’s if you heavily restrict the Siege Armor half of it.)
It's meant to only effect constructs, which is why it also can effect Warforged, as they are a constructed race. As stated in the spell, it works on both constructs that are made of metal and warforged that are wearing metal armor. I don't think this would work well as a magic item, but I could split it into a different spell to make this spell less wordy.
As for the Siege Armor, if you’re gonna write a spell that turns a piece of armor into a Walker, then why not actually use a Vehicle statblock?!? It’s cool, it’s unique, it’s interesting, and it hasn’t been done before.
I was trying to keep the stat block on par in complexity with the summoning spells from Tasha's, basing it off of the Stahlmaster from Explorer's Guide to Wildemount. I was going to have a Vehiculist subclass use this type of stat block, while the spell would just be more simple than that.
Also, the other reason your version is so wordy and convoluted is to account for all the possibilities of the armor having been magical, and what if they had a shield, etc. If you simplify it to only affect a suite of nonmagical armor then you don’t have to worry about that at all. (And if you aren’t going to make those restrictions then this half of the spell alone should be 4th-5th level. If you keep the Colossus half included, it would need to be higher.).
The Siege Armor was in theme mostly intended for use by Armorers, which is why they get a lot of buffs for having the armor be their Arcane Armor and so on. I'm definitely not going to restrict it to nonmagical armors, and I think it would be cool to allow this "Hulbuster Form" to use the Armorer's Winged Boots or Thunder Gauntlets. I could reword it or put it as a sidenote to make it more simple, but I'm probably going to keep that general idea for it.
That NPC you referenced uses an NPC/Monster statblock for the DM’s convenience. Just like the Abjurer uses the stripped-down monster statblock instead of having all of the features and the full listing that a full Abjuration Wizard would have (as do the Conjurer, Diviner, etc.), and just like the Assassin and Swashbuckler use the Monster statblock instead of having a Rogue’s full features, all NPCs use that same stripped-down statblock design. Most NPCs either only ever have a brief social encounters, or a single brief combat encounter, and then they no longer need to be, they exist for a few in-game minutes and that’s it. So it’s important for a DM to not get bogged down trying to use them efficiently. That means dumping the extra unnecessary info and streamlining the layout so the DM can quickly drop their eyes to the relevant parts because all NPC/Monster statblocks have the exact same layout. This spell is designed not for DM use, but for PC use. There is no reason that the Players shouldn’t get a full Vehicle statblock for the Walker instead of the abridged monster version that NPC has.
I explained my view on this above. I don't think the spell should create a vehicle similar to the ones from BG:DiA, I think that should be in a subclass. The stat block is specific to one NPC, but the rules still work for the spell. Simplicity is for spells, while the complexity is for the subclass.
*Side Note
I have never lost sight of that. I am 100% cognizant that an Artificer could at most crank these spells to 5th-level. I wrote all of my notes and suggestions with that in mind. I also was careful to remember that any 10th level Bard could also learn these spells too, and their slots go to 9th-level just like every other full caster. Some of my comments about balance stemmed from that consideration. (That is something that you may want to keep in mind.)
I have been keeping that in mind, which is why I tried to keep the Iron Colossus buff similar in power to Haste and Spirit Shroud, just in case a Creation Bard wants to pick it up to improve their Dancing Item. I purposefully have had to restrain some of the power of the later level spells to make them worth taking to an Artificer while not OP to take for pesky bards.
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Please check out my homebrew, I would appreciate feedback:
Update: I have added the rest of the spells for the Armor Model specific spells and an Infusing an Item feat, which is similar to the Metamagic/Eldritch Adept feats in Tasha's. That should be all the content for now, and any future content and major fixes will come in later posts.
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Please check out my homebrew, I would appreciate feedback:
An artificer would not need to multiclass nor take a feat to get a Familiar. With the changes in Tasha’s they can use their Replicate Magic Item Infusion to replicate any common magic item from any source, which includes any Spellwrought Tattoo containing a Cantrip or 1st-level spell such as Find Familiar.
* * *
Warforged are not constructs, they are humanoids. Humanoids and constructs have different rules about healing and such. Make a spell to turn a construct into a war machine, but leave humanoids out of it, even if they are “constructed humanoids” like Warforged.
And honestly, one of my biggest reasons for suggesting that Create War Machine only target nonmagical armor is specifically so it cannot interact with the Armorer’s Armor. Making it a spell, that only really works best for a single subclass for one specific class doesn’t seem right to me, I don’t think it a good idea. As private homebrew for your private campaign it would be fine. For general use.... It just seems too skewed in favor of the Armorer the way you wrote it. Perhaps instead of a spell you make it as an infusion For a piece of armor? At least that way it would work no matter who was wearing that infused armor, but it would also at least cost the Armorr one of their infusions to do it.
* * *
Between your Artificed Armor Infusion and your Create War Machine spell it really seems like you are trying to dump buffs on the shiniest new subclass there is. Why? It’s not like the Armorer needs the buffs or anything. Why are you trying to make that one the golden child that puts the rest to shame?
With this degree of favoritism these designs show to just one specific subclass, I would not personally include them in the list of content I choose to make available to my players. And I know I’m not the only person who would think that way.
Unless your intending to simultaneously create infusions and spells that are just as niche and specialized for the other subclasses, I don’t think it balanced or fair. IMO, you would either need to make new Infusions and Spells that are just as uniquely focused in their benefits for each of the other Artificer Subclasses, or you need to make these apply benefits more generically for all Artificers.
Ah, I had missed out on that combination. For some reason I thought that 1st level Spellwrought Tattoo was uncommon.
Yes, I know that they're not constructs, but as I had allowed the spell to be cast on metallic constructs, I figured it made sense for the most "constructed" of the official races to benefit from that spell. I'll get rid of it if more people dislike it, though.
Counterspell works best for Bards and Abjuration Wizards, Pass without Trace works best for dexterity based rangers and rogues, GFB/BB works best for Bladesingers, and so on. It may be strange to have Create War Machine work best on Armorers (Siege Armor) and Battle Smiths (Iron Colossus), but it definitely isn't unprecedented for certain classes/subclasses to be better at certain spells than others. If it's an issue that it's so specified to Armorers, I could remove some of the Armorer-specific parts, while leaving the magical buffs and features.
I'm not trying to make them better than the rest, just give them some infusions that are specifically better for them, just like how Enhanced Weapon is better for Battle Smiths than Alchemists/Artillerists, or how you made an enhanced Homunculus Servant for your homebrew Alchemist subclass. It doesn't need buffs, but I'm just trying to make the Artificer have some cool spells and features in general.
I am focusing on the Armorer a bit, but it's not because it's my favorite subclass or anything. My favorite is the Battle Smith, but the Armorer is the newest one. It is my second favorite subclass of the Artificer, and a lot of the things I've been making for it are based off of what the subclass's inspiration can do.
Just look at the Aviator Armor Model. It gets the ability to fly and a repulsor weapon that deals force damage and pushes the hit creature. If you hadn't noticed, this was highly inspired by the classic Iron Man suit, which can fly and blast others with its hand-repulsors. Look at the Artificed Armor. Iron Man can control his armor remotely, this is meant to emulate this, but it isn't limited to the Armorer subclass anymore than a Radiant Weapon is limited to the Battle Smith. It's normally better for an Armorer to take this infusion than an Alchemist, but they aren't barred from taking it. Create War Machine's Siege Armor is heavily based off of Iron Man's Hulkbuster Armor, and is meant to specifically benefit that subclass while still being good and worthwhile for other subclasses to take.
The Siege Armor does benefit from having its pilot be an Armorer, but in no way is it required. I just figured it would be thematically logical for a Hulkbuster set of armor to benefit from the armorer's rocket boots or be able to use their magical thunder gauntlets to beat up Hulk.
I'm sorry if it appears like favoritism, that was not intentional. I will try to scale some of the features back while still accomplishing some of my goals from these features to make it appear less like favoritism, as well as making other spells and infusions for the other subclasses. Again, I do apologize if it appears like my homebrew is trying to make one subclass better than the others, which is not the intention.
Okay, here's the revised versions of some of the content in the first post. The following things are not getting redone in this post: Perfected Armor (Aviator and Faceless), Armor Model Specific Spells, Artificed Armor, Infusing Adept, Haywire, Temporary Infusion, and Create Magic Item, but have added a few more options below (Dancing Weapon, Levitation Pads, Weapon of Defense, etc). Fast Attunement is currently mostly staying the same, but is losing the ritual tag, so it doesn't need a reprint. Keep in mind that everything is still in the development phase and can be changed.
Armorer Models
See the Armorer subclass for the other armor models. In addition to the Guardian and Infiltrator armor models, you may choose either the Aeronaut or Faceless armor models.
Aeronaut
Your armor is designed to allow you quickly fly through sky. It has the following features:
Repulsor. A blasting node appears on the palms of your armor's hands or the center of your chest. It counts as a simple ranged weapon, with a normal range of 60 feet and a long range of 120 feet, dealing 1d6 force damage on a hit. When you hit a creature with this weapon that is at most one size larger than you, you may push the target up to 10 feet directly away from you.
Thrusters. As a bonus action, you may activate the thrusters inlaid in the palms of your hands or bottom of your boots to allow you to fly. You gain a flying speed equal to an amount of feet equal to 10 times your Intelligence modifier for 10 minutes. You may use this bonus action twice, regaining all expended uses when you finish a short rest.
Faceless
You have designed your armor to allow you to disguise yourself and aid you in social situations. It has the following features:
Shrouded Gloves. Each of the armor's gloves count as a simple martial weapon while you aren't holding anything in it, and deals 1d6 psychic damage on a hit. A creature hit by the glove must succeed on a Charisma saving throw against your artificer spell save DC or become deafened and incapable of speaking and making any verbal noise until the start of your next turn, as the armor magically disrupts the creature's cognition.
Veiled Armor. Your armor appears as any set of common or traveler's clothes. You may change its appearance during the time of a short or long rest.
Mask of Armor. As an action, you may cause the armor to shift colors and design, changing your appearance into a form of your choice. Your physical appearance changes to that of a creature you have seen while wearing this armor, but the armor's appearance doesn't change. This change lasts for 1 hour, until you use this feature again, or return to your original form (no action required). You may use this feature an amount of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Artificed Armor
Prerequisite: 10th-level artificer Item: A set of medium or heavy armor, but not hide (requires attunement)
A creature attuned to this armor gains a +1 bonus to AC while wearing the infused armor. While donned, the creature that is attuned to it may use a bonus action to have the armor grant them one melee weapon attack.
Additionally, the creature that is attuned to the Artificed Armor can don or doff the armor as an action. The armor counts as a separate creature, and can be controlled remotely by the creature that is attuned to the armor. See its game statistics in the Artificed Armor stat block, which uses your proficiency bonus (PB) in several places. You determine the armor's appearance, but it is the same size as the creature that is attuned to it.
In combat, the armor shares the initiative count of the creature that is attuned to it, but takes its turn immediately after theirs. It can take reactions and movement on its own, but cannot take an action or bonus action while the armor is donned. The only action it takes on its turn while doffed is the Dodge action, unless the attuned creature uses their bonus action on their turn to allow the armor to take another action. That action can be one in its stat block or some other action. If the creature that is attuned to this armor is incapacitated, the armor can take any action without requiring a bonus action from its attuned creature.
If a weapon is a part of the armor, the person that was attuned to it maintains the weapon while the armor is doffed, but the Artificed Armor grows replacement copies of those weapons that they are proficient with and may use them in place of their Slam attack. Additionally, if the attuned creature was wearing magical boots or a magical helmet when they doffed this armor, it remains a part of the Artificed Armor and the Artificed Armor counts as if they are wearing them. If those items require attunement, the Artificed Armor is attuned to them.
If the mending is cast on the armor, it regains 2d6 hit points. If the armor is reduced to 0 hit points, the armor is not destroyed, and instead the armor falls dormant until it regains hit points. The armor also falls dormant if its attuned creature dies.
ARTIFICED ARMOR
Construct, same size as the creature attuned to it
Armor Class Same as the armor it is made of
Hit Points 2 + your Intelligence modifier + five times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)
Speed 40 ft.
STR
14(+2)
DEX
14(+2)
CON
14(+2)
INT
4(−3)
WIS
10(+0)
CHA
6(−2)
Saving Throws Dex +1 plus PB, Con +2 plus PB
Skills Athletics +2 plus (PB x 2), Perception +0 plus PB
Challenge — Proficiency Bonus (PB) equals your bonus
Vigilant. The defender can’t be surprised.
Actions
Slam.Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.
Reaction
Block Attack (Must be Doffed). The armor blocks one attack that hits them.
Protect Wearer (Must be Donned).The armor takes damage that would be dealt to the wearer, as long as it wasn't poison or psychic damage.
Bag of Alchemical Wonders
Prerequisite: 10th-level alchemist Item: a set of alchemist's supplies and a bag (requires attunement)
While holding this bag, you gain a +1 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.
The bag has 4 charges. As an action, its wielder may expend one charge to produce an experimental elixir, requiring no spell slots to produce. They must roll 1d6 to determine its effect. The bag regains 1d4 expended charges daily at dawn.
Blasting Focus
Prerequisite: 10th-level artillerist Item: a wand, staff, or rod (requires attunement)
While holding this focus, you gain a +1 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.
The focus has 4 charges. When you cast a spell that deals damage, you may expend a charge to cause the spell to deal an extra damage dice on the first damage roll it makes. The focus regains 1d4 expended charges daily at dawn.
Dancing Weapon
Prerequisite: 14th-level artificer Item: A simple or martial ranged weapon with the thrown property or a melee weapon without the two-handed property (requires attunement)
This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can use a bonus action to toss this magic weapon into the air and speak the command word. The sword then begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it as if you had used a hand to attack with it. The sword uses your attack roll and ability score modifier to damage rolls.
While the weapon hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
After the hovering weapon attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
Goggles of Precision
Prerequisite: 6th-level artificer Item: A set of eyewear (requires attunement by a creature with eyes)
These goggles have 6 charges. The wearer can expend the goggle's charges in the following ways:
Whenever the wearer makes an Intelligence (Investigation) or Wisdom (Perception) check, they can spend one charge to roll an additional d20. They can choose to spend after they roll the initial check, but before the outcome is determined. They choose which of the d20s is used for the check.
Once per turn, whenever the wearer makes an attack roll they can spend one charge to roll an additional d20. They can choose to spend the charge after the initial attack roll, but before the outcome is determined. They choose which of the d20s is used for the attack roll.
The goggles regain 1d6 charges daily at dawn.
Levitation Pads
Prerequisite: 10th-level artificer Item: the wheels or legs of a land vehicle
You replace the wheels or legs of a land vehicle with levitation pads, which cause the vehicle to hover 4 inches above the ground. This effect means the vehicle can cross or stand above non-solid or unstable surfaces, such as water or lava. The vehicle leaves no tracks and ignores difficult terrain. In addition, the vehicle can move at normal speed for all hours of the day without suffering exhaustion.
Sentient Helm
Prerequisite: 6th-level artificer Item: a piece of headwear (requires attunement by a creature with a head)
You infuse this piece of headwear with an artificial sentience that you created, for the purpose to aid its wearer in intellectual tasks.
This item is friendly to its creator, and any creature that is attuned to it. While wearing this item the attuned creature has advantage on all Intelligence Checks and Saving throws, and any ability check made for any tool or skill this sentience is proficient in. The sentience is proficient in four tools of your choice and is also proficient in two skills of your choice from the following list: Medicine, Perception, Performance, or Persuasion.
If a metallic construct with an Intelligence score equal to or less than your artificer spell save DC attunes to this item, they gain the Intelligence, Wisdom, and Charisma scores of this item and the helm's sentience controls the construct's body and actions. Otherwise, the constructs statistics stay the same.
Sentience
This piece of headwear a sentient. It’s alignment matches it’s creator’s, it has an Intelligence score equal to your artificer spell save DC and its Wisdom and a Charisma scores are 10. It has hearing and Darkvision out to a range of 120 feet. It can read and understand the languages you speak, and can communicate with its wearer telepathically.
Personality
This item is friendly to you and it’s wearer, all other aspects of its personality (its name, voice, gender, tone, and so on) are determined by you when you infuse the item.
Smith's Weapon
Prerequisite: 6th-level battle smith Item: A simple or martial melee weapon that deals bludgeoning damage (requires attunement)
This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can use it as a set of smith's tools.
The weapon has 4 charges. As an action, its wielder may expend one charge to cast mending on a target within 60 feet of them. The weapon regains 1d4 expended charges daily at dawn.
Spell-Producing Module
Prerequisite: 17th-level artificer Item: A set of artisan's tools you are proficient with and a crystal worth at least 1,000 gold pieces (requires attunement by an artificer)
You learn a unique method of infusing magic into a set of tools in order to release the effects of even more powerful spells than you previously had access to. You may take this infusion twice, the first time gaining the ability to infuse an item with a 6th-level spell, and the second time infusing it with a 7th-level spell. While you are holding this item, you may release any spell stored inside of it as an action. Once you cast it this way, you may not do so again, regaining the ability to do so after the next dawn.
The spell that is stored inside of the item must be from the Produced Spell List below. Any spell with an asterisk can only be imbued by an Alchemist, one with two asterisks can only be taken by an Armorer, one with three asterisks can only be taken by an Artillerist, and one with four asterisks can only be taken by a Battle Smith.
* - alchemists only ** - armorers only *** - archivists only **** - battle smiths only
Weapon of Defense
Prerequisite: 14th-level artificer Item: A simple or martial melee weapon (requires attunement)
This magic weapon grants a +2 bonus to attack and damage rolls made with it.
The first time you attack with the weapon on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +1 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
Weapon of the Elements
Prerequisite: 6th-level artificer Item: A simple or martial melee weapon (requires attunement)
This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, you can use a bonus action to speak this magic weapon's command word, causing elemental fury to erupt from the weapon. When you do so, choose to imbue it with either acid, cold, fire, lightning, or thunder, which lasts until you end it as a bonus action or cause it to channel a different damage type. While imbued either lightning or fire damage, it sheds bright light in a 40-foot radius and dim light for an additional 40 feet.
When you hit with this weapon while it is infused with an elemental damage type, it deals an extra 1d6 damage of the chosen damage type.
Create Iron Colossus
3rd-level transmutation
Casting Time: 1 action Range: Touch Components: S, M (scrap metal worth at least 500 gp that consumed until the spell ends) Duration: Concentration, up to 1 minute
You quickly use your magic of artifice to touch a construct, wreathing it in magical metal that increases their size and power. The construct must be made of metal and they must be willing. For the spell's duration, they gain the following benefits:
Their size increases by one category, doubling in all proportions, multiplying its weight by eight.
Their melee weapon attacks deal an extra damage dice.
They gain temporary hit points equal to 10 x the level spell slot used to cast this spell.
They gain advantage on all Strength-based ability checks and saving throws.
The reach of the melee weapon attacks the construct makes is doubled.
At Higher Levels.If you cast this spell using a spell slot of 5th level or higher, you may concentrate on it for up to an hour, and you may choose to make the touched creature become one size larger than before, quadrupling in all dimensions and multiplying its weight by 64. While its size is increased by two categories, its melee weapon attacks deal an extra damage dice.
Create Siege Walker
4th-level transmutation
Casting Time: 1 action Range: Touch Components: S, M (scrap metal worth at least 1,000 gp that consumed until the spell ends) Duration: Concentration, up to 1 minute
You touch a set of medium or heavy armor that is made of metal, transforming their armor set into a towering machine of war while this spell lasts. If a creature is wearing this set of armor, they must be willing in order for this spell to be cast on the armor. The armor becomes a bipedal vehicle, known as a Siege Walker. See the Siege Walker stat block for its statistics, which also uses your proficiency bonus (PB) in several places.
The armor grants the benefits to its wearer that it normally would, but counts as a vehicle. For the purposes of area of effects and spells that deal damage, the Siege Walker counts as a creature. The Siege Walker is wielding anything that the pilot was carrying when they began to pilot the Siege Walker. Melee weapons that the Siege Walker makes an attack with count as heavy, but Small creatures do not make attack rolls with these weapons at disadvantage.
If this spell is cast on a suite of armor that is being worn by a creature, the Siege Walker is created with that creature automatically piloting the vehicle. If the Siege Walker does not have a pilot, you or any friendly creature designated when you cast the spell can spend an action to enter the Siege Walker, becoming the Vehicle’s next pilot. For the duration, the vehicle’s pilot gains the benefit of total cover. Attacks originating from outside the Walker cannot target the pilot, and the pilot only takes damage from area effects that deal Psychic damage.
Additionally, the Siege Walker gains all benefits granted by the magic armor that was transformed through the casting of this spell or of any magical boots, helmet, or weapons that the pilot is wearing/wielding while using them, such as a bonus to armor class or speed, attuning to the items if they require attunement.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, choosing the Siege Armor option, use the higher level wherever the spell’s level appears in the stat block. Additionally, when you cast this spell with a spell slot of 5th level or higher, its weapon attacks deal an extra damage dice.
SIEGE Walker
Large vehicle (10 ft. by 10 ft.)
Creature Capacity 1 crew
Cargo Capacity none
STR
21(+5)
DEX
13(+1)
CON
16(+3)
INT
0
WIS
0
CHA
0
Damage Immunities poison, psychic
Condition Immunities all except invisible and prone
Pilot. The walker requires a Medium or Small creature that is wearing the armor to pilot it. While wearing the armor, the pilot gains the vehicle's speed and action options, or some other option, and cannot make reactions, other than to make opportunity attacks when a creature moves out of the reach of one of the siege walker's melee weapons, but cannot make bonus actions.
A creature that is piloting it may use an action to stop piloting it, being ejected safely to an unoccupied space within 5 feet of the siege walker. The creature that is piloting the armor counts as the creature making the attacks.
Additionally, when the siege walker drops to 0 hit points, the spell ends, and the creature wearing the armor that was transformed by this spell falls prone.
Siege Weapon. This vehicle deals double damage to objects, vehicles, and structures.
Magic Weapons. The Siege Walker’s attacks count as magical for the purpose of overcoming damage resistance.
Actions
On its turns, the Siege Walker can take 2 actions, choosing from the options below. It cannot act if it has no crew.
Eject Pilot. The siege walker opens its hull and safely ejects its pilot in an unoccupied space within 5 feet of it.
Arm Attack. The siege walker makes an attack with slam, crush, or an improvised weapon, or makes a grapple attack with one of its arms.
Move. The siege walker uses its legs to move up to its speed in any direction of its pilot's choice, turning any number of times as needed.
Hull
Armor Class 10 + the level of the spell (natural armor)
Hit Points 50 + ten times the spell’s level (damage threshold 10)
Speed (walking) 40 ft.
Movement: Legs
Armor Class 13 + the level of the spell (natural armor)
Hit Points 50 + ten times the spell’s level; -5 ft. speed per 10 damage taken
Weapon: Arms (2)
Armor Class 13 + the level of the spell (natural armor)
Hit Points 25 + ten times the spell’s level.
Slam. Melee Weapon Attack: +5* to hit, reach 10 ft., one target. Hit: 1d12 + 5 + the spell's level bludgeoning damage. *If the walker's pilot is proficient in land vehicles, they may add their PB to attacks with this weapon.
Crush. The Siege Walker can attempt to crush a Medium or smaller creature or object it is holding. The target must make a DC 13* Constitution saving throw. The target takes 2d6+5 bludgeoning damage on a failed save, or half as much damage on a successful save. *If the Walker’s pilot is proficient with land vehicles, the Siege Walker can add the pilots Proficiency bonus to the save DC for its Crush ability.
Grapple.The Siege Walker can make a grapple attempt in place of one or more of its unarmed strikes. Using an unoccupied arm to make a Strength check* against a Huge or smaller creature within 10 feet. The target contests this check with their choice of either a Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, you subject the target to the grappled condition. The condition specifies the things that end it, and you can release the target whenever you like (no action required). *If the Walker’s pilot is proficient with land vehicles, the Siege Walker can add the pilots Proficiency bonus to the check.
Improvised Weapon. Melee or Ranged Weapon Attack: +5* to hit, reach 5 ft. or ranged 30 ft./90 ft., one target. Hit: 7 (2d4 + 4) damage of the appropriate type (bludgeoning, piercing, or slashing). If the improvised weapon is made with a Medium or Small creature, both the hit target and creature used for this attack take this damage. *If the Walker’s pilot is proficient with improvised weapons, the Siege Walker can add the pilots Proficiency bonus to its attack rolls with improvised weapons.
Target one creature within range of the spell that is attuned to a magic item. You instantly learn if they are attuned to any magic items. If they are, you may force them to make Charisma saving throw or have their attunement automatically end with a magic item of the DMs choice, and the creature that is attuned to it takes 2d10 psychic damage. On a successful save, they take half damage and remain attuned to it, but do not gain any benefits of that magic item until the end of their your turn.
At Higher Levels. When you cast this spell using a 5th-level spell slot or higher, the damage dealt by this spell increases by 1d10 and you learn the identity of the magic item before severing attunement to it. After learning the identity of the magic item, you may choose to sever attunement to a different magic item that they're attuned to of the DMs choice, without learning the identity of it.
Okay, thanks again to everyone who has given feedback! I would appreciate thoughts on the changes and additional content (including the added content in the initial post).
Edit: I decided to go with a version of the Siege Walker similar to the one recommended by IamSposta. Thanks for the recommendation, I hope this works.
You have to give the Walker two actions. Actions for vehicles work not unlike charges for Magic items. Movement costs an action, attacking costs an action. You have to give it two actions, if they double move or double attack, that’s up to them, but if you don’t give them two they cannot both move and attack. And if they attack, that action grants one attack with each weapon of the same type you attack with. So, since all attacks are from the Arms, if they use an action to Attack while they have two arms, that’s two attacks, if they lose an arm it drops to one attack. That’s why the Arms have to track HP independent from one another.
Okay, I have made some homebrew artificer options, including an Armor Model for the Armorer and some infusions.
Armorer Options
Armorer Models
See the Armorer subclass for the other armor models. In addition to the Guardian and Infiltrator armor models, you may choose either the Aeronaut or Faceless armor models.
Aeronaut
Your armor is designed to allow you quickly fly through sky. It has the following features:
Repulsor. A blasting node appears on the palms of your armor's hands or the center of your chest. It counts as a simple ranged weapon, with a normal range of 60 feet and a long range of 240 feet, dealing 1d6 force damage on a hit. When you hit a creature with this weapon that is at most one size larger than you, you may push the target up to 10 feet directly away from you.
Thrusters. As a bonus action, you may activate the thrusters inlaid in the palms of your hands or bottom of your boots to allow you to fly. You gain a flying speed equal to an amount of feet equal to 10 times your proficiency bonus for 10 minutes. You may use this bonus action an amount of times equal to your Intelligence modifier (minimum of once), regaining all expended uses when you finish a long rest.
Faceless
You have designed your armor to allow you to disguise yourself and aid you in social situations. It has the following features:
Shrouded Gloves. Each of the armor's gloves count as a simple martial weapon while you aren't holding anything in it, and deals 1d6 psychic damage on a hit. A creature hit by the glove is deafened and cannot speak or make any verbal noise until the start of your next turn, as the armor magically disrupts the creature's cognition.
Veiled Armor. Your armor can be hidden underneath clothing.
Mask of Armor. As an action, you may cause the armor to shift colors and design, changing your appearance into a form of your choice. Your physical appearance changes to that of a creature you have seen while wearing this armor, but the armor's appearance doesn't change. This change lasts until you use this feature again, or return to your original form (no action required).
Perfected Armor
15th-level Armorer feature
Your Arcane Armor gains additional benefits based on its model, as shown below.
Perfected Armor - Aviator
You no longer have any limit on the amount of times you may use your Thrusters to fly each long rest.
Perfected Armor - Faceless
When you hit a creature with your Shrouded Gloves once a turn, you may force them to make a Wisdom saving throw against your artificer spell save DC or become frightened by you until the end of your next turn.
Armor Model Specific Spells
You always have certain spells prepared after you reach particular levels in this class, dependent on your armor model, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. You may not change your Armor Model until you level up if you know these spells this way.
Infusions
Follow the rules presented in Tasha's Cauldron of Everything for infusions as normal. The following infusions are additional options for artificers.
Artificed Armor
Prerequisite: 10th-level Artificer
Item: A set of medium or heavy armor, but not hide (requires attunement)
A creature attuned to this armor gains a +1 bonus to AC while wearing the infused armor. While donned, the creature that is attuned to it may use a bonus action to have the armor grant them one melee weapon attack.
Additionally, the creature that is attuned to the Artificed Armor can don or doff the armor as an action. The armor counts as a separate creature, and can be controlled remotely by the creature that is attuned to the armor. See its game statistics in the Artificed Armor stat block, which uses your proficiency bonus (PB) in several places. You determine the armor's appearance, but it is the same size as the creature that is attuned to it.
In combat, the armor shares the initiative count of the creature that is attuned to it, but takes its turn immediately after theirs. It can take reactions and movement on its own, but cannot take an action or bonus action while the armor is donned. The only action it takes on its turn while doffed is the Dodge action, unless the attuned creature uses their bonus action on their turn to allow the armor to take another action. That action can be one in its stat block or some other action. If the creature that is attuned to this armor is incapacitated, the armor can take any action without requiring a bonus action from its attuned creature.
An Armorer Artificer that is attuned to this armor that is their Arcane Armor has its armor's special weapon on their person while the armor is doffed, but the armor also grows replacements for those weapons, and may use them. The armor keeps the boots and helm of the Arcane Armor, and is automatically attuned to them, as well as getting any benefits of the armor they are made out of (including the AC bonus granted by this infusion).
If the mending is cast on the armor, it regains 2d6 hit points. If the armor is reduced to 0 hit points, the armor is not destroyed, and instead the armor falls dormant until it regains hit points. The armor also falls dormant if its attuned creature dies.
Artificed Armor
Construct, same size as the creature attuned to it
Armor Class Same as the armor it is made of
Hit Points 2 + your Intelligence modifier + five times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)
Speed 40 ft.
Saving Throws Dex +1 plus PB, Con +2 plus PB
Skills Athletics +2 plus (PB x 2), Perception +0 plus PB
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10 + (PB × 2)
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Vigilant. The defender can’t be surprised.
Actions
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.
Reaction
Block Attack (Must be Doffed). The armor blocks one attack that hits them.
Protect Wearer (Must be Donned). The armor takes damage that would be dealt to the wearer, as long as it wasn't poison or psychic damage.
Goggles of Precision
Prerequisite: 6th-level artificer
Item: A pair of goggles or glasses (requires attunement by a creature with eyes)
These goggles have 6 charges. The wearer can expend the goggle's charges in the following ways:
The goggles regain 1d6 charges daily at dawn.
Sentient Helm
Prerequisite: 6th-level artificer
Item: a helmet, hat, or mask (requires attunement)
You infuse this helmet, hat, or mask with an artificial sentience that you created, for the purpose to aid its wearer in intellectual tasks. The creature that is attuned to this item can communicate telepathically or verbally with the sentience while wearing the helmet. The sentience is helpful and kind to its wearer, but all other aspects of its personality (its name, voice, gender, tone, and so on) are determined by you upon infusing the item. The sentience has no Strength, Dexterity, or Constitution scores, but its Intelligence, Wisdom, and Charisma scores are the same as yours.
While attuned to and wearing this item, a creature's Intelligence score increases by 2, as does their maximum for that ability score. Additionally, they gain advantage on Intelligence based ability checks and saving throws while wearing this item.
Specialist's Item
Prerequisite: 6th-level artificer
Item: A set of tinkers' tools (requires attunement)
This versatile magic item adapts to whomever is attuned to it based on their skill set, changing shapes to better support their user's abilities. If the creature has levels in any class, it changes forms to become a magic item dependent on that class, as shown on the Specialized Form table. A creature with levels in more than one classes chooses the form of the item from any form they have access to. When you gain 14th level in this class, the item becomes more powerful, as shown on the table below.
If the creature that attunes to this magic item has no levels in a class, it becomes a ring of protection. When you gain 14th-level in this class, the ring of protection grants a +2 bonus to Armor Class and saving throws.
Specialized Form
Spell-Producing Module
Prerequisite: 17th-level artificer
Item: A set of artisan's tools you are proficient with and a crystal worth at least 1,000 gold pieces
You learn a unique method of infusing magic into a set of tools in order to release the effects of even more powerful spells than you previously had access to. You may take this infusion twice, the first time gaining the ability to infuse an item with a 6th-level spell, and the second time infusing it with a 7th-level spell. While you are holding this item, you may release any spell stored inside of it as an action. Once you cast it this way, you may not do so again, regaining the ability to do so after the next dawn.
The spell that is stored inside of the item must be from the Produced Spell List below. Any spell with an asterisk can only be imbued by an Alchemist, one with two asterisks can only be taken by an Armorer, one with three asterisks can only be taken by an Artillerist, and one with four asterisks can only be taken by a Battle Smith.
Produced Spell List
Artificer Spells
Create Magic Item
5th-level transmutation
Casting Time: 8 hours
Range: Touch
Components: S, M (Special, consumed)
Duration: Until dispelled with a spell slot of 9th level
You pull strings of magic and imbue it into an item you craft as part of casting this spell, creating a magic item of your choice. The material components required for the casting of this spell depends on the rarity of the item created by the spell. The magic item mustn't be larger than a 5-foot cube, and the material the item is made of must be the same as the components you used for the casting of this spell. The magic item must be one listed in the Dungeon Master's Guide or another official source.
If you create a magic item with this spell, you may choose to give it sentience, as described in the Dungeon Master's Guide. See the table below to see the cost of doing so. The sentience shares your Intelligence, Wisdom, and Charisma scores and your senses. A magic item that has sentience cannot have its magic dispelled. You may only have an amount of sentient magic items this way at once equal to your spellcasting ability modifier.
Create War Machine
3rd-level transmutation
Casting Time: 1 action
Range: Touch
Components: S, M (scrap metal worth at least 500 gp that consumed until the spell ends)
Duration: Concentration, up to 1 minute
You quickly turn a metallic construct or set of armor that you touch into a war machine, either a towering constructed vehicle called Siege Armor or metallic giant that excels in martial combat, called an Iron Colossus. When the spell ends, unless the Iron Colossus or Siege Armor is completely destroyed (such as through disintegrate), the scrap metal used as the material component in the casting of the spell is shed as the armor or creature returns to its normal size, and can be used for later castings of this spell and other normal uses.
Iron Colossus. If you target a warforged that is wearing metal armor or metallic construct with this spell, it must be willing and must be Medium. For the duration of the spell, it gains the following benefits:
Siege Armor. If you target a set of armor with this spell, it must be a set of medium or heavy armor that is made of metal. Additionally, it must be either worn by a creature willing to have this transformation happen or it must not be worn when you cast the spell. This armor becomes a bipedal vehicle that can be controlled manually by any creature wearing the armor, which can be donned or doffed as an action. See the Siege Armor stat block for its statistics, which also uses your proficiency bonus (PB) in several places. The armor gains those statistics until the spell ends.
While the armor is transformed this way, the creature wearing it gains the same benefits from it that they normally would (with exceptions stated in the Siege Armor stat block). If the spell was cast targeting armor they were wearing while they were wielding a shield, the shield is integrated into the Siege Armor, granting it the shield's bonus to Armor Class. If the armor that you transform was magical, the armor and creature wearing it gain all the normal benefits of that magical armor. Melee weapons the Siege Armor has integrated into it count as heavy, but Small creatures gain no downsides of this weapon property.
If the armor that was targeted by this spell was Arcane Armor (as described in the Armorer subclass), the Siege Armor integrates that armor model's special weapon. The range/reach of this special weapon is doubled, and it deals an extra damage dice on a hit, the attack roll using the Armorer's normal bonus to the roll. Additionally, the armor gains the benefits of any magic item that is a part of the armor through the Armor Modifications feature that it could benefit from (such as resistance to a type of damage, an increased speed, and so on). If the magic item requires attunement, the Siege Armor gains the benefits from being attuned to it if the Armorer is.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, choosing the Siege Armor option, use the higher level wherever the spell’s level appears in the stat block. If you cast this spell using a spell slot of 5th level or higher, you may concentrate on it for up to an hour, and you may choose to make the Iron Colossus or Siege Armor be Huge, instead of Large. While Huge, their melee weapon attacks deal an extra damage dice.
SIEGE ARMOR
Large vehicle
Armor Class same as the AC of the armor used to create this siege armor
Hit Points 30 + 15 for each spell level above 3rd
Speed 40 ft.
Skills Athletics + (the armor's Strength modifier + PB)
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities all except invisible and prone
Pilot. The armor requires a Medium or Small creature that is wearing the armor to pilot it. While wearing the armor, the pilot gains the vehicle's speed and action options, or some other option, and cannot make reactions, other than to make opportunity attacks when a creature moves out of the reach of one of the siege armor's melee weapons, but cannot make bonus actions.
The creature that is piloting the armor counts as the creature making the attacks. The pilot has total cover, but still is affected by spells and other effects that create an area of effect that deals psychic damage.
Additionally, when the siege armor drops to 0 hit points, the spell ends, and the creature wearing the armor that was transformed by this spell falls prone.
An armorer that is piloting the siege armor may use a bonus action granted by its arcane armor or a magic item that is a part of the armor.
Siege Weapon. The armor deals double damage to object, vehicles, and structures. Additionally, the siege armor may use creatures of Medium or smaller that they are grappling as improvised weapons, dealing bludgeoning damage on a hit. A creature used as an improvised weapon takes bludgeoning damage equal to half the damage dealt to the target hit with the attack.
Actions
Multiattack. The siege armor makes an amount of attacks equal to half the spell's level (rounded up). Only one of these attacks may be with a thrown improvised weapon, but any amount of them may be replaced with a shove or grapple attack.
Slam. Melee Weapon Attack: + (the armor's Strength modifier + PB) to hit, reach 10 ft., one target. Hit: 1d12 + 5 + the spell's level bludgeoning damage.
Improvised Weapon. Melee or Ranged Weapon Attack: + (the armor's Strength modifier + PB) to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 7 (2d4 + 4) damage (bludgeoning, piercing, or slashing based on the proper determined type for the improvised weapon).
Fast Attunement
3rd-level enchantment (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Touch one magic item that requires attunement. If you fulfill all normal requirements for attuning to this magic item, and it is not currently attuned to another creature, upon the casting of the spell you automatically become attuned to this magic item. If you do not fulfill the prerequisites or the maximum amount of magic items that may be attuned to this magic item is filled, the spell fails and is wasted.
You may not cast this spell if you are currently attuned to the maximum amount of magic items you are attuned to.
At Higher Levels. When you cast this spell with a spell slot of 5th-level or higher, you may attune to two magic items upon the casting of this spell, instead of one.
Haywire
2nd-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: S, M (a set of thieves' or artisans' tools you are proficient with)
Duration: Concentration, up to 1 minute
This spell allows you to use your prowess in artifice to hack into the mechanical mind of constructed creatures. Choose one construct or warforged you can see that is within range of this spell and force them to make a Wisdom saving throw. A creature with an Intelligence score of 15 or higher makes the saving throw at advantage, and a creature with an Intelligence score of 7 or lower makes the saving throw at disadvantage. On a failed saving throw, they are effected by this spell.
An affected target can't take reactions and must roll a d8 at the start of each of its turns to determine its behavior for that turn. If a creature failed this saving throw or any later Wisdom saving throws against this spell by 5 or more, on its next turn, it rolls the d8 twice, and you choose which behavior of the two rolled it takes.
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may target an additional construct within the range of this spell to be targeted by it for each level above 2nd.
Sever Attunement
4th-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Instantaneous
Target one creature within range of the spell that is attuned to a magic item. You instantly learn all magic items that they are attuned to and may choose one of those magic items, if it is also within range. They must succeed on a Charisma saving throw or have their attunement automatically end with this magic item, and the creature that is attuned to it takes psychic or necrotic damage (your choice) dependent on the rarity of the magic item, as shown on the level below. On a successful save, they take half damage and remain attuned to it, but do not gain any benefits of that magic item until the end of their your turn.
At Higher Levels. When you cast this spell using a 5th-level spell slot or higher, you may choose two attuned items to target with this spell, instead of the normal one. The creature makes a Charisma saving throw for each attuned item targeted.
Temporary Infusion
2nd-level transmutation
Casting Time: 1 bonus action
Range: Touch
Components: S
Duration: Concentration, up to 1 minute
You touch a nonmagical object, imbuing it with temporary magic derived from your powers in artifice. Choose one infusion you know, which must be able to be infused onto that item. This infusion may be one you have already infused an item with. Until the spell ends, the item you choose gains all benefits of that infusion. The spell ends if the item is no longer on your person. If the infused item requires attunement, as long as you are able to attune to a magic item, you automatically attune to it while the spell lasts.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 1 hour. When you use a spell slot of 5th level or higher, the spell lasts for 24 hours and does not require concentration for that duration.
Feats
Infusing Adept
Prerequisite: Spellcasting or Pact Magic feature
You are practiced in the imbuing of items with arcane magic, allowing you to artificially create prototypical magic items. You gain two Infusions Knowns of your choice from the Artificer class. Any infusion you choose this way must have no prerequisite other than being a 2nd-level artificer. You ignore this restriction if you are an artificer that meets the requirements of the infusions you choose from this feat. Whenever you gain a level, you can replace one infusion granted by this feat with another one from the artificer class.
When you finish a long rest, you can touch a nonmagical object and turn it into a magic item, using one of the infusions granted by this feat. Otherwise, you follow all rules for infusing items described in the Infusing an Item feature from the Artificer class.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Okay! I just finished the options. I may add some spells later, but that's it for now. Any thoughts? I would love feedback.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Okay, here goes:
Armors
Aeronaut
Aeronaut
Your armor is designed to allow you quickly fly through sky. It has the following features:
Repulsor. A blasting node appears on the palms of your armor's hands or the center of your chest. It counts as a simple ranged weapon, with a normal range of 60 feet and a long range of 240 feet. When you hit a creature with this weapon that is at most one size larger than you, you may push the target up to 10 feet directly away from you.
Thrusters. As a bonus action, you may activate the thrusters inlaid in the palms of your hands or bottom of your boots to allow you to fly. You gain a flying speed equal to an amount of feet equal to 10 times your proficiency bonus for 10 minutes. You may use this bonus action an amount of times equal to your Intelligence modifier (minimum of once), regaining all expended uses when you finish a long rest.
For this one I would drop the range of the Repulsor to 120 for., and I would add some actual damage to it as well. I would also have the thrusters flying speed adjust to Int mod *10, and have the number of uses switch to 2 times per short rest.
Faceless
Faceless
You have designed your armor to allow you to disguise yourself and aid you in social situations. It has the following features:
Shrouded Gloves. Each of the armor's gloves count as a simple martial weapon while you aren't holding anything in it, and deals 1d6 psychic damage on a hit. A creature hit by the glove is deafened and cannot speak or make any verbal noise until the start of your next turn, as the armor magically disrupts the creature's cognition.
Veiled Armor. Your armor can be hidden underneath clothing.
Mask of Armor. As an action, you may cause the armor to shift colors and design, changing your appearance into a form of your choice. Your physical appearance changes to that of a creature you have seen while wearing this armor, but the armor's appearance doesn't change. This change lasts until you use this feature again, or return to your original form (no action required).
For this one I would make the target need to succeed at an Ability Check (Int maybe?) against your Spell Save DC to be able to speak so it doesn’t automatically shut down spellcasters.
Instead of wearing it underneath your cloths I would make it so that it can look like a normal set of Common or Travelers Cloths, changeable after a short or long rest.
For the chameleon ability that’s more powerful than an at-will disguise self. This is waayyy more powerful than the Whisper Bard’s Mantle of Whispers feature. Make this 1ce/Long Rest at most, have it last an hour at the longest, and give other creatures a chance to see through it. Even then, with the rest of the armor’s features too this is waayyy OP.
Infusions
The Armor
Artificed Armor
Prerequisite: 10th-level Artificer
Item: A set of medium or heavy armor, but not hide (requires attunement)
Etc....
I think this infusion should be it’s own Artificer Subclass instead.
The Goggles
Goggles of Precision
Prerequisite: 6th-level artificer
Item: A pair of goggles or glasses (requires attunement by a creature with eyes)
These goggles have 6 charges. The wearer can expend the goggle's charges in the following ways:
The goggles regain 1d6 charges daily at dawn.
I would have written like this:
Goggles of Precision
Prerequisite: 6th-level artificer
Item: A set of eyewear (requires attunement by a creature with eyes)
These goggles have 6 charges. The wearer can expend the goggle's charges in the following ways:
The goggles regain 1d6 charges daily at dawn.
The Helm
Sentient Helm
Prerequisite: 6th-level artificer
Item: a helmet, hat, or mask (requires attunement)
You infuse this helmet, hat, or mask with an artificial sentience that you created, for the purpose to aid its wearer in intellectual tasks. The creature that is attuned to this item can communicate telepathically or verbally with the sentience while wearing the helmet. The sentience is helpful and kind to its wearer, but all other aspects of its personality (its name, voice, gender, tone, and so on) are determined by you upon infusing the item. The sentience has no Strength, Dexterity, or Constitution scores, but its Intelligence, Wisdom, and Charisma scores are the same as yours.
While attuned to and wearing this item, a creature's Intelligence score increases by 2, as does their maximum for that ability score. Additionally, they gain advantage on Intelligence based ability checks and saving throws while wearing this item.
I would write it like this:
Sentient Helm
Prerequisite: 6th-level artificer (When you infuse this item, choose a set of tools you are proficient with other than Tinker’s Tools.)
Item: a picee of headware (requires attunement by a creature friendly to its creator)
You infuse a piece of headware with an artificial sentience that you created, for the purpose to aid its wearer in intellectual tasks.
This item is friendly to its creator, and any creature that is attuned to it. While wearing this item the attuned creature has advantage on all Intelligence Checks and Saving throws, Wisdom (Perception) checks made to avoid being surprised, and checks made using Tinker’s Tools or another toolset this item is proficient with.
In addition, this item comes with 1 charge. As an action, the wearer can spend this charge to temporarily absorb the item’s independent Intelligence. For the next hour, all of this item’s other benefits cease to function, and for the duration the wearer gains a +2 bonus to their Intelligence to a maximum of 22. The wearer can end this effect as a bonus action. This item regains its spent charge each day at Dawn.
Sentience
This piece of headware a sentient. It’s alignment matches it’s creator’s, it has an intelligence equal to 8+ your Intelligence modifier + your Proficiency bonus. It has a Wisdom and a Charisma of 10. It has hearing and Darkvision out to a range of 120 feet. It can read, and understand the languages you speaks, and can communicate with its wielder telepathically. This item counts as proficient with Tinker's Tools, and any one other set of tools you are proficient with chosen when this item is infused.
Personality
This item is friendly to you and it’s wearer, all other aspects of its personality (its name, voice, gender, tone, and so on) are determined by you when you infuse the item.
Specialist’s Item
This infusion is ridiculously overpowered. It completely invalidates the entire point of making the player chose which items they intend to replicate. There is no way in heck this is ever going to be anything even remotely close to balanced.
Spell Producing Module.
This infusion is ridiculously overpowered. There is no way in heck this is ever going to be anything even remotely close to balanced.
Spells
Create Magic Item
Oh heck no. For one thing, this is what Infusions are for. For another thing, this is so far outside of anything even remotely close to balanced I’m not sure where to start. Maybe something like:
Create Magic Item
3rd-level transmutation
Casting Time: 1 hour
Range: Touch
Components: S, M*
Duration: 8 hours, or until dismissed or dispelled
You temporarily bind strings of Magic into any one nonmagical piece of equipment you touch for the entire casting time. When the spell is complete, the piece of equipment takes on the properties of a common magic item of the same type from the Dungeon Master's Guide. You can end this spells effect as an action by touching the item.
You can’t have more than one magic item created by this spell at a time. If you cast this spell while another item created by this spell already exists, the initial item immediately reverts to a nonmagical item.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the rarity of the created magic item increases by one level for each spell slot level above 3rd.
* - (the item to be enchanted, and a quantity of powdered gold valued at 50 gp per level of rarity for the Magic Item to be reproduced, which the spell consumes)
Create War Machine
Dude. Way broken.
Just the Iron Colossus portion of the spell alone is already more powerful than the enlarge half of Enlarge/Reduce. Now, admittedly it can only target a Warforged, and it can’t shrink anything, but all by itself it could be its own unique lower-level spell. Personally, I think it would work better as a race specific Rare Magic Item.
For the Siege Armor portion, it is way too complicated and just does way too much stuff for a 3rd-level spell. The way you wrote it would be more appropriate as a 5th or maybe even 7th-level spell as long as it was adjusted appropriately. Perhaps something a little more like this:
Create War Machine
3rd-level transmutation
Casting Time: 1 action
Range: Touch
Components: S, M*
Duration: Concentration, up to 10 minutes
You quickly turn a set of nonmagical Medium or Heavy metal armor that you touch into a war machine, a towering construct, a Large land vehicle called a Siege Walker. The armor you target must be not being worn, or being worn by a willing creature when you cast the spell. The armor becomes a bipedal land vehicle that can be piloted by any friendly creatures you choose when you cast this spell. See the Siege Walker stat block for its statistics, which also uses your proficiency bonus (PB) in several places. The armor gains those statistics until the spell ends.
If this spell is cast on a suite of armor that is being worn by a creature, the Siege Walker is created with that creature automatically piloting the vehicle, and the creature retains any items it was holding or carrying when this spell was cast. If the Siege Walker does not have a pilot, you or any friendly creature designated when you cast the spell can spend an action to enter the Siege Walker, becoming the Vehicle’s next pilot.
For the duration, the vehicle’s pilot gains the bane fit of total cover. Attacks originating from outside the Walker cannot target the pilot, and the pilot only takes damage from area effects that deal Psychic damage. While a creature is embarked in this vehicle, it cannot use features or ability that target a creature other than itself.
If the vehicle drops to 0 HP, this spell ends. When this spell ends, the vehicle reverts to its original form, and if the vehicle had a pilot at the time, that creature can choose to automatically don the armor if the armor is of the right size, and that creature is not already wearing armor. If the creature does not don the armor when the vehicle reverts, the creature is instead placed in an unoccupied space within 5 feet.
At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you can maintain your concentration on the spell for up to an hour. When you cast this spell using a spell slot of 7th or 8th level, you can maintain your concentration on the spell for up to 8 hours. When you use a 9th level spell slot of, you can maintain your concentration on the spell for up to 24 hours.
*-(a suite of nonmagical, medium or heavy armor made of metal worth at least 50gp, and powdered gold worth 50gp per spell level which the spell consumes)
Siege Weapon. This vehicle deals double damage to objects, vehicles, and structures.
Magic Weapons. The Siege Walker’s attacks count as magical for the purpose of overcoming damage resistance.
Unarmed Strike. Melee Weapon Attack: +5* to hit, reach 10 ft., one target. Hit: 1d12 + 5 + the spell's level bludgeoning damage.
*If the Walker’s pilot is proficient with land vehicles, the Siege Walker can add the pilots Proficiency bonus to attack rolls for its unarmed strikes.
Grapple. The Siege Walker can make a grapple attempt in place of one or more of its unarmed strikes. Using an unoccupied arm to make a Strength check* against a Huge or smaller creature within 10 feet. The target contests this check with their choice of either a Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, you subject the target to the grappled condition. The condition specifies the things that end it, and you can release the target whenever you like (no action required).
*If the Walker’s pilot is proficient with land vehicles, the Siege Walker can add the pilots Proficiency bonus to the check.
Crush. The Siege Walker can attempt to crush a Medium or smaller creature or object it is holding. The target must make a DC 13* Constitution saving throw. The target takes 2d6+5 bludgeoning damage on a failed save, or half as much damage on a successful save.
*If the Walker’s pilot is proficient with land vehicles, the Siege Walker can add the pilots Proficiency bonus to the save DC for its Crush ability.
Improvised Weapon. Melee or Ranged Weapon Attack: +5* to hit, reach 15 ft. or ranged 30 ft./90 ft., one target. Hit: 7 (2d4 + 5) damage of the appropriate type (bludgeoning, piercing, or slashing) for the improvised weapon, both the target and the improvised weapon take this damage simultaneously.
*If the Walker’s pilot is proficient with improvised weapons, the Siege Walker can add the pilots Proficiency bonus to its attack rolls with improvised weapons.
The Siege Walker also has the following feature:
Light. A Bullseye Lantern is mounted on the front of the Walker, the pilot can activate or deactivate this lantern as a free action once per turn.
Fast Attunement
👍
I’ll have to get to the others later.
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hey wait a minute why is planar ally on the list of reproducable spells?
how is summoning something from elsewhere and signing a contract with them an artificer thing
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
What damage does the Aeronaut chest weapon do? You don't have it listed.
Otherwise, I like this armor model!
it does not do any damage, it just pushes people
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Okay, Sposta, thanks for the reviews so far. Here's my response. Sorry if it's a bit long:
Ah, that was a mistake. I had it be 1d6 force damage in my written down version, but somehow forgot to put it in this version. Okay. I could go with what WotC are doing and make it be Proficiency bonus uses each long rest, and then do what you recommended and have it be 10 x Int. mod. I'll think that over. Thanks for the recommendations. ]
Oh, I hadn't really thought about that. Nice catch. I will do something like that. (Int competition or Intelligence saving throw, maybe?)
That's a good idea. I think that would be a cool change for it.
Okay, I'll think of ways to nerf it. It was supposed to essentially turn them into a changeling, but maybe I could let them cast Disguise Self a certain amount of times each long rest for free?
This was supposed to be a way to enhance any artificer that wants a battle-droid, mostly Armorers. Is there anything specific about it that you would change, or do you just not think this should exist?
Okay, thanks. I'll probably do something like that.
(You have a tooltip not found in there, what is this meant to be?)
Thanks for the recommendation! I'll probably format it a bit more like this. I'm not sure about the charge expenditure, though. I can see why you did it, and you gave them a few more things in return, like the advantage on tool checks and Perception against being surprised. I'll probably remove the advantage on tools and perception, as most artificer tool-checks will be Intelligence based already, and Perception doesn't really have much to do with Intelligence and would be redundant if the artificer has the Goggles of Precision.
Let me think about this. I'll definitely use your format, but I'm not sure about some of the things.
Okay, then. I guess the idea doesn't work.
Ah, sorry. I forgot to right down that this is meant to be once each dawn. Maybe that was the issue? Does that change your feedback at all with this?
(If that's still a problem, I could make it require attunement.)
Infusions are meant to be "prototypes" of magic items. This would come at level 17 for artificers, and would make it so an artificer would be able to create some more permanent magic items. It's late game and its usability is limited even at late levels by the table that shows how many items of the specific rarities you can have and how much it costs to make those.
This is a bit like my "Temporary Infusion" spell. Creating a temporary common magic item using a 3rd level spell slot as an artificer seems a bit of an underwhelming use of your spell slot. I'll think it over, though.
Which is the reason for feedback ;)
The idea means more than the original mechanics.
I understand the desire to compare this to Enlarge/Reduce, which was obviously a basis for parts of this spell, but keep in mind that this is a 3rd-level spell, which means that you also have to take in account other 3rd-level buffing spells, such as haste and spirit shroud.
As you pointed out, there are quite a few differences between this and Enlarge/Reduce. Let's go down some of the most notable ones:
Both Haste and Spirit Shroud are combat-buffing spells that last 1 minute, like this spell does. They all do different things, but increase damage in similar amounts to each other and to this spell. Haste grants a creature an additional action, +2 to AC, advantage on Dexterity saving throws (arguably better than advantage on Strength checks and saving throws), and doubled speed. It does have the lost turn after the spell ends to balance it out a bit, so if this spell needs a bit there could be something like that to make it more balanced. Spirit Shroud increases someone's damage on every attack they do, unlike this spell that is specific to melee weapon attacks, while also having the debuff of making it so enemies can't regain hit points after you damage them and reducing speed of people who start their turn near you.
Are there any specific parts of this version you think is too powerful?
It is only slightly more (if at all more) complex than any of the new Summoning spells from Tasha's, due to each set of Siege Armor being the same, unlike the summon spells which grant different versions of the creatures that can be summoned (demons/devils/yugoloths for summon fiend, etc). I agree that it does a lot, and is really wordy, but I don't think it needs to change as drastically as you think it does.
First, there's another "tooltip not found" here. What is that meant to be? I'm assuming it's an everbright lantern or something like that.
Second, this is more complicated than my version. I'll refer you to the Stahlmaster, which is what my Siege Armor is based off of.
Third, I really, really appreciate you giving feedback on this spell and trying to help me with it. Even if I may disagree with parts of it, I still really appreciate it.
Great!
Thanks! Take your time. You've done more than enough for now.
(Just a side note, you may want to keep in mind that these spells are Artificer specific, so none of them should have scaling above casting them with a 5th-level spell slot, like Paladin and Ranger spells.)
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It's specifically for Battle Smiths, and only because that's one of the 6th level spells that fit them at all (due to them having some paladin spells).
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Thanks!
Yeah, sorry about that. I apparently forgot to put in that it deals 1d6 force damage.
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Okay, I have added the new spells above, the beginnings of Armor model specific spells, and the Perfected Armors for the homebrew armor models.
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Artificed Armor
Well, for that Armor Infusion, it could get tricky Donning/Doffing etc for an Armorer, and for a Battle Smith they could potentially have their Defender, a Homunculus, a Familiar (via an infused tattoo needle), and then this... Talk about DM headaches.... But as it’s own subclass that exists halfway between those two subclasses it sounds really interesting to me.
Sentient Helm
For the Helm, the charge was to make sure that Int 22 would only be temporary. Advantage to not be surprised would be because you are wearing a sentient helmet that has Darkvision and hearing to 120 feet that can say “Hey, look out behind you!” And having advantage on all Int Checks, Int Saving Throws, and all checks made with Tinker’s Tools and any one other Toolset is no small thing. (That missing tooltip is just another instance of Tinker's Tools by the way.) And many Tool checks will utilize a different Ability than Int most of the time, a lot will be either Dex or Str, and this would help with those. Like Thieves’ Tools for picking locks & disarming traps would be Dex for example.
Also, don’t forget that anyone can wear one of these infusions, so while some of the bonuses may not be the most amazing for an Artificer, they may be more amazing for a party member and that’s okay.
Spell Producing Module
No, it doesn't change my opinion. If Artificers were intended to cast spells of those levels, they would. Maybe instead of that entirely way too long spell list, if they needed a party member with spells that high to stick one of their spells into the module...? That would both simplify and balance it a bit.
*Create Magic Item
(See Side Note below.)
There are already mechanics for creating permanent Magic Items, and Artificers already get the best boosts in the game towards that task. Maybe instead make your idea into an Infusion that extends those bonuses further? I dunno, this spell just seems both highly abusable, and inevitably unfun for both players and DM alike. To quote Mr. Horse: “No sir, I don’t like it.”.
Also, any spell that needs a table like yours and requires the Player to track permanent information of that sort is not really a spell. It’s actually a class feature pretending to be a spell. D&D spells are not designed to work that way. If you ever find yourself writing a spell with that design, that is your first clue that you’ve done it wrong and either need to rethink the spell, expand it into an entire subclass, or bin it.
I can agree with you that my suggestion feels a bit anemic as a 3rd level slot. Perhaps an uncommon item for a 3rd or 4th-level slot, and a Rare for a 5th-level or higher slot?
Create War Machine
Okay, for one thing, the way you wrote it is not a 3rd-level spell. It is at least a 2nd-level spell and a 3rd-level spell jammed together like two cars after a high speed collision. It really is two different spells that are only vaguely connected by theme, and generally similarish in design. Part of the reason it’s so wordy and convoluted is because you were trying to compensate for having shoehorned them together. That’s why I suggest separating them.
Having a spell that only affects Warforged like that makes no sense to me at all, which is why I suggest making the Iron Colossus into a cool and unique Magic item, and not as a spell at all. (If you are going to keep them crammed together, this needs to be a 5th-level spell at the absolute minimum, and that’s if you heavily restrict the Siege Armor half of it.)
As for the Siege Armor, if you’re gonna write a spell that turns a piece of armor into a Walker, then why not actually use a Vehicle statblock?!? It’s cool, it’s unique, it’s interesting, and it hasn’t been done before. Also, the other reason your version is so wordy and convoluted is to account for all the possibilities of the armor having been magical, and what if they had a shield, etc. If you simplify it to only affect a suite of nonmagical armor then you don’t have to worry about that at all. (And if you aren’t going to make those restrictions then this half of the spell alone should be 4th-5th level. If you keep the Colossus half included, it would need to be higher.).
(That tooltip was just a simple bullseye lantern.) And I know I said this once, but it bears repeating: If you’re gonna write a spell to turn a suite of armor into a Walker, make it an actual vehicle. That’s way too cool to not do. 😉
That NPC you referenced uses an NPC/Monster statblock for the DM’s convenience. Just like the Abjurer uses the stripped-down monster statblock instead of having all of the features and the full listing that a full Abjuration Wizard would have (as do the Conjurer, Diviner, etc.), and just like the Assassin and Swashbuckler use the Monster statblock instead of having a Rogue’s full features, all NPCs use that same stripped-down statblock design. Most NPCs either only ever have a brief social encounters, or a single brief combat encounter, and then they no longer need to be, they exist for a few in-game minutes and that’s it. So it’s important for a DM to not get bogged down trying to use them efficiently. That means dumping the extra unnecessary info and streamlining the layout so the DM can quickly drop their eyes to the relevant parts because all NPC/Monster statblocks have the exact same layout.
This spell is designed not for DM use, but for PC use. There is no reason that the Players shouldn’t get a full Vehicle statblock for the Walker instead of the abridged monster version that NPC has.
*Side Note
I have never lost sight of that. I am 100% cognizant that an Artificer could at most crank these spells to 5th-level. I wrote all of my notes and suggestions with that in mind. I also was careful to remember that any 10th level Bard could also learn these spells too, and their slots go to 9th-level just like every other full caster. Some of my comments about balance stemmed from that consideration. (That is something that you may want to keep in mind.)
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Well, they'd need to take a feat, magic item, or multiclass to get the familiar, and this is more intended for Armorers than Battle Smiths. There's already an infusion that gives you a creature that can act on your bonus action (the Homunculus), even though the Battle Smith already has a creature that can do that. This is less of a headache than a necromancer is, or any person that has one of those spells that can summon more than one creature.
This does exist kind of as a halfway between the Armorer and Battle Smith subclass, but as an infusion. It's the same way that the Homunculus Servant exists as a halfway between familiars/the UA Alchemical Homunculus and the Battle Smith.
That's a good point. I will probably do something like that.
Okay, then. Your opinion has been noted. I am aware that there could be balance issues, but the majority of the spells on the list are subclass specific, and I think making it require attunement could make it be a lot better in balance. I'm not going to immediately throw it out, but if enough people say they don't like it, I will probably get rid of it.
I may end up just dumping this if enough people express concerns about it.
Okay. I could split these into two different spells if they're too different.
It's meant to only effect constructs, which is why it also can effect Warforged, as they are a constructed race. As stated in the spell, it works on both constructs that are made of metal and warforged that are wearing metal armor. I don't think this would work well as a magic item, but I could split it into a different spell to make this spell less wordy.
I was trying to keep the stat block on par in complexity with the summoning spells from Tasha's, basing it off of the Stahlmaster from Explorer's Guide to Wildemount. I was going to have a Vehiculist subclass use this type of stat block, while the spell would just be more simple than that.
The Siege Armor was in theme mostly intended for use by Armorers, which is why they get a lot of buffs for having the armor be their Arcane Armor and so on. I'm definitely not going to restrict it to nonmagical armors, and I think it would be cool to allow this "Hulbuster Form" to use the Armorer's Winged Boots or Thunder Gauntlets. I could reword it or put it as a sidenote to make it more simple, but I'm probably going to keep that general idea for it.
I explained my view on this above. I don't think the spell should create a vehicle similar to the ones from BG:DiA, I think that should be in a subclass. The stat block is specific to one NPC, but the rules still work for the spell. Simplicity is for spells, while the complexity is for the subclass.
I have been keeping that in mind, which is why I tried to keep the Iron Colossus buff similar in power to Haste and Spirit Shroud, just in case a Creation Bard wants to pick it up to improve their Dancing Item. I purposefully have had to restrain some of the power of the later level spells to make them worth taking to an Artificer while not OP to take for pesky bards.
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Update: I have added the rest of the spells for the Armor Model specific spells and an Infusing an Item feat, which is similar to the Metamagic/Eldritch Adept feats in Tasha's. That should be all the content for now, and any future content and major fixes will come in later posts.
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An artificer would not need to multiclass nor take a feat to get a Familiar. With the changes in Tasha’s they can use their Replicate Magic Item Infusion to replicate any common magic item from any source, which includes any Spellwrought Tattoo containing a Cantrip or 1st-level spell such as Find Familiar.
* * *
Warforged are not constructs, they are humanoids. Humanoids and constructs have different rules about healing and such. Make a spell to turn a construct into a war machine, but leave humanoids out of it, even if they are “constructed humanoids” like Warforged.
And honestly, one of my biggest reasons for suggesting that Create War Machine only target nonmagical armor is specifically so it cannot interact with the Armorer’s Armor. Making it a spell, that only really works best for a single subclass for one specific class doesn’t seem right to me, I don’t think it a good idea. As private homebrew for your private campaign it would be fine. For general use.... It just seems too skewed in favor of the Armorer the way you wrote it.
Perhaps instead of a spell you make it as an infusion For a piece of armor? At least that way it would work no matter who was wearing that infused armor, but it would also at least cost the Armorr one of their infusions to do it.
* * *
Between your Artificed Armor Infusion and your Create War Machine spell it really seems like you are trying to dump buffs on the shiniest new subclass there is. Why? It’s not like the Armorer needs the buffs or anything. Why are you trying to make that one the golden child that puts the rest to shame?
With this degree of favoritism these designs show to just one specific subclass, I would not personally include them in the list of content I choose to make available to my players. And I know I’m not the only person who would think that way.
Unless your intending to simultaneously create infusions and spells that are just as niche and specialized for the other subclasses, I don’t think it balanced or fair. IMO, you would either need to make new Infusions and Spells that are just as uniquely focused in their benefits for each of the other Artificer Subclasses, or you need to make these apply benefits more generically for all Artificers.
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Ah, I had missed out on that combination. For some reason I thought that 1st level Spellwrought Tattoo was uncommon.
Yes, I know that they're not constructs, but as I had allowed the spell to be cast on metallic constructs, I figured it made sense for the most "constructed" of the official races to benefit from that spell. I'll get rid of it if more people dislike it, though.
Counterspell works best for Bards and Abjuration Wizards, Pass without Trace works best for dexterity based rangers and rogues, GFB/BB works best for Bladesingers, and so on. It may be strange to have Create War Machine work best on Armorers (Siege Armor) and Battle Smiths (Iron Colossus), but it definitely isn't unprecedented for certain classes/subclasses to be better at certain spells than others. If it's an issue that it's so specified to Armorers, I could remove some of the Armorer-specific parts, while leaving the magical buffs and features.
I'm not trying to make them better than the rest, just give them some infusions that are specifically better for them, just like how Enhanced Weapon is better for Battle Smiths than Alchemists/Artillerists, or how you made an enhanced Homunculus Servant for your homebrew Alchemist subclass. It doesn't need buffs, but I'm just trying to make the Artificer have some cool spells and features in general.
I am focusing on the Armorer a bit, but it's not because it's my favorite subclass or anything. My favorite is the Battle Smith, but the Armorer is the newest one. It is my second favorite subclass of the Artificer, and a lot of the things I've been making for it are based off of what the subclass's inspiration can do.
Just look at the Aviator Armor Model. It gets the ability to fly and a repulsor weapon that deals force damage and pushes the hit creature. If you hadn't noticed, this was highly inspired by the classic Iron Man suit, which can fly and blast others with its hand-repulsors. Look at the Artificed Armor. Iron Man can control his armor remotely, this is meant to emulate this, but it isn't limited to the Armorer subclass anymore than a Radiant Weapon is limited to the Battle Smith. It's normally better for an Armorer to take this infusion than an Alchemist, but they aren't barred from taking it. Create War Machine's Siege Armor is heavily based off of Iron Man's Hulkbuster Armor, and is meant to specifically benefit that subclass while still being good and worthwhile for other subclasses to take.
The Siege Armor does benefit from having its pilot be an Armorer, but in no way is it required. I just figured it would be thematically logical for a Hulkbuster set of armor to benefit from the armorer's rocket boots or be able to use their magical thunder gauntlets to beat up Hulk.
I'm sorry if it appears like favoritism, that was not intentional. I will try to scale some of the features back while still accomplishing some of my goals from these features to make it appear less like favoritism, as well as making other spells and infusions for the other subclasses. Again, I do apologize if it appears like my homebrew is trying to make one subclass better than the others, which is not the intention.
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Okay, here's the revised versions of some of the content in the first post. The following things are not getting redone in this post: Perfected Armor (Aviator and Faceless), Armor Model Specific Spells, Artificed Armor, Infusing Adept, Haywire, Temporary Infusion, and Create Magic Item, but have added a few more options below (Dancing Weapon, Levitation Pads, Weapon of Defense, etc). Fast Attunement is currently mostly staying the same, but is losing the ritual tag, so it doesn't need a reprint. Keep in mind that everything is still in the development phase and can be changed.
Armorer Models
See the Armorer subclass for the other armor models. In addition to the Guardian and Infiltrator armor models, you may choose either the Aeronaut or Faceless armor models.
Aeronaut
Your armor is designed to allow you quickly fly through sky. It has the following features:
Repulsor. A blasting node appears on the palms of your armor's hands or the center of your chest. It counts as a simple ranged weapon, with a normal range of 60 feet and a long range of 120 feet, dealing 1d6 force damage on a hit. When you hit a creature with this weapon that is at most one size larger than you, you may push the target up to 10 feet directly away from you.
Thrusters. As a bonus action, you may activate the thrusters inlaid in the palms of your hands or bottom of your boots to allow you to fly. You gain a flying speed equal to an amount of feet equal to 10 times your Intelligence modifier for 10 minutes. You may use this bonus action twice, regaining all expended uses when you finish a short rest.
Faceless
You have designed your armor to allow you to disguise yourself and aid you in social situations. It has the following features:
Shrouded Gloves. Each of the armor's gloves count as a simple martial weapon while you aren't holding anything in it, and deals 1d6 psychic damage on a hit. A creature hit by the glove must succeed on a Charisma saving throw against your artificer spell save DC or become deafened and incapable of speaking and making any verbal noise until the start of your next turn, as the armor magically disrupts the creature's cognition.
Veiled Armor. Your armor appears as any set of common or traveler's clothes. You may change its appearance during the time of a short or long rest.
Mask of Armor. As an action, you may cause the armor to shift colors and design, changing your appearance into a form of your choice. Your physical appearance changes to that of a creature you have seen while wearing this armor, but the armor's appearance doesn't change. This change lasts for 1 hour, until you use this feature again, or return to your original form (no action required). You may use this feature an amount of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Artificed Armor
Prerequisite: 10th-level artificer
Item: A set of medium or heavy armor, but not hide (requires attunement)
A creature attuned to this armor gains a +1 bonus to AC while wearing the infused armor. While donned, the creature that is attuned to it may use a bonus action to have the armor grant them one melee weapon attack.
Additionally, the creature that is attuned to the Artificed Armor can don or doff the armor as an action. The armor counts as a separate creature, and can be controlled remotely by the creature that is attuned to the armor. See its game statistics in the Artificed Armor stat block, which uses your proficiency bonus (PB) in several places. You determine the armor's appearance, but it is the same size as the creature that is attuned to it.
In combat, the armor shares the initiative count of the creature that is attuned to it, but takes its turn immediately after theirs. It can take reactions and movement on its own, but cannot take an action or bonus action while the armor is donned. The only action it takes on its turn while doffed is the Dodge action, unless the attuned creature uses their bonus action on their turn to allow the armor to take another action. That action can be one in its stat block or some other action. If the creature that is attuned to this armor is incapacitated, the armor can take any action without requiring a bonus action from its attuned creature.
If a weapon is a part of the armor, the person that was attuned to it maintains the weapon while the armor is doffed, but the Artificed Armor grows replacement copies of those weapons that they are proficient with and may use them in place of their Slam attack. Additionally, if the attuned creature was wearing magical boots or a magical helmet when they doffed this armor, it remains a part of the Artificed Armor and the Artificed Armor counts as if they are wearing them. If those items require attunement, the Artificed Armor is attuned to them.
If the mending is cast on the armor, it regains 2d6 hit points. If the armor is reduced to 0 hit points, the armor is not destroyed, and instead the armor falls dormant until it regains hit points. The armor also falls dormant if its attuned creature dies.
ARTIFICED ARMOR
Construct, same size as the creature attuned to it
Armor Class Same as the armor it is made of
Hit Points 2 + your Intelligence modifier + five times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)
Speed 40 ft.
Saving Throws Dex +1 plus PB, Con +2 plus PB
Skills Athletics +2 plus (PB x 2), Perception +0 plus PB
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10 + (PB × 2)
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Vigilant. The defender can’t be surprised.
Actions
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.
Reaction
Block Attack (Must be Doffed). The armor blocks one attack that hits them.
Protect Wearer (Must be Donned). The armor takes damage that would be dealt to the wearer, as long as it wasn't poison or psychic damage.
Bag of Alchemical Wonders
Prerequisite: 10th-level alchemist
Item: a set of alchemist's supplies and a bag (requires attunement)
While holding this bag, you gain a +1 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.
The bag has 4 charges. As an action, its wielder may expend one charge to produce an experimental elixir, requiring no spell slots to produce. They must roll 1d6 to determine its effect. The bag regains 1d4 expended charges daily at dawn.
Blasting Focus
Prerequisite: 10th-level artillerist
Item: a wand, staff, or rod (requires attunement)
While holding this focus, you gain a +1 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.
The focus has 4 charges. When you cast a spell that deals damage, you may expend a charge to cause the spell to deal an extra damage dice on the first damage roll it makes. The focus regains 1d4 expended charges daily at dawn.
Dancing Weapon
Prerequisite: 14th-level artificer
Item: A simple or martial ranged weapon with the thrown property or a melee weapon without the two-handed property (requires attunement)
This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can use a bonus action to toss this magic weapon into the air and speak the command word. The sword then begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it as if you had used a hand to attack with it. The sword uses your attack roll and ability score modifier to damage rolls.
While the weapon hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
After the hovering weapon attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
Goggles of Precision
Prerequisite: 6th-level artificer
Item: A set of eyewear (requires attunement by a creature with eyes)
These goggles have 6 charges. The wearer can expend the goggle's charges in the following ways:
The goggles regain 1d6 charges daily at dawn.
Levitation Pads
Prerequisite: 10th-level artificer
Item: the wheels or legs of a land vehicle
You replace the wheels or legs of a land vehicle with levitation pads, which cause the vehicle to hover 4 inches above the ground. This effect means the vehicle can cross or stand above non-solid or unstable surfaces, such as water or lava. The vehicle leaves no tracks and ignores difficult terrain. In addition, the vehicle can move at normal speed for all hours of the day without suffering exhaustion.
Sentient Helm
Prerequisite: 6th-level artificer
Item: a piece of headwear (requires attunement by a creature with a head)
You infuse this piece of headwear with an artificial sentience that you created, for the purpose to aid its wearer in intellectual tasks.
This item is friendly to its creator, and any creature that is attuned to it. While wearing this item the attuned creature has advantage on all Intelligence Checks and Saving throws, and any ability check made for any tool or skill this sentience is proficient in. The sentience is proficient in four tools of your choice and is also proficient in two skills of your choice from the following list: Medicine, Perception, Performance, or Persuasion.
If a metallic construct with an Intelligence score equal to or less than your artificer spell save DC attunes to this item, they gain the Intelligence, Wisdom, and Charisma scores of this item and the helm's sentience controls the construct's body and actions. Otherwise, the constructs statistics stay the same.
Sentience
This piece of headwear a sentient. It’s alignment matches it’s creator’s, it has an Intelligence score equal to your artificer spell save DC and its Wisdom and a Charisma scores are 10. It has hearing and Darkvision out to a range of 120 feet. It can read and understand the languages you speak, and can communicate with its wearer telepathically.
Personality
This item is friendly to you and it’s wearer, all other aspects of its personality (its name, voice, gender, tone, and so on) are determined by you when you infuse the item.
Smith's Weapon
Prerequisite: 6th-level battle smith
Item: A simple or martial melee weapon that deals bludgeoning damage (requires attunement)
This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can use it as a set of smith's tools.
The weapon has 4 charges. As an action, its wielder may expend one charge to cast mending on a target within 60 feet of them. The weapon regains 1d4 expended charges daily at dawn.
Spell-Producing Module
Prerequisite: 17th-level artificer
Item: A set of artisan's tools you are proficient with and a crystal worth at least 1,000 gold pieces (requires attunement by an artificer)
You learn a unique method of infusing magic into a set of tools in order to release the effects of even more powerful spells than you previously had access to. You may take this infusion twice, the first time gaining the ability to infuse an item with a 6th-level spell, and the second time infusing it with a 7th-level spell. While you are holding this item, you may release any spell stored inside of it as an action. Once you cast it this way, you may not do so again, regaining the ability to do so after the next dawn.
The spell that is stored inside of the item must be from the Produced Spell List below. Any spell with an asterisk can only be imbued by an Alchemist, one with two asterisks can only be taken by an Armorer, one with three asterisks can only be taken by an Artillerist, and one with four asterisks can only be taken by a Battle Smith.
Produced Spell List
* - alchemists only
** - armorers only
*** - archivists only
**** - battle smiths only
Weapon of Defense
Prerequisite: 14th-level artificer
Item: A simple or martial melee weapon (requires attunement)
This magic weapon grants a +2 bonus to attack and damage rolls made with it.
The first time you attack with the weapon on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +1 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
Weapon of the Elements
Prerequisite: 6th-level artificer
Item: A simple or martial melee weapon (requires attunement)
This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, you can use a bonus action to speak this magic weapon's command word, causing elemental fury to erupt from the weapon. When you do so, choose to imbue it with either acid, cold, fire, lightning, or thunder, which lasts until you end it as a bonus action or cause it to channel a different damage type. While imbued either lightning or fire damage, it sheds bright light in a 40-foot radius and dim light for an additional 40 feet.
When you hit with this weapon while it is infused with an elemental damage type, it deals an extra 1d6 damage of the chosen damage type.
Create Iron Colossus
3rd-level transmutation
Casting Time: 1 action
Range: Touch
Components: S, M (scrap metal worth at least 500 gp that consumed until the spell ends)
Duration: Concentration, up to 1 minute
You quickly use your magic of artifice to touch a construct, wreathing it in magical metal that increases their size and power. The construct must be made of metal and they must be willing. For the spell's duration, they gain the following benefits:
At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, you may concentrate on it for up to an hour, and you may choose to make the touched creature become one size larger than before, quadrupling in all dimensions and multiplying its weight by 64. While its size is increased by two categories, its melee weapon attacks deal an extra damage dice.
Create Siege Walker
4th-level transmutation
Casting Time: 1 action
Range: Touch
Components: S, M (scrap metal worth at least 1,000 gp that consumed until the spell ends)
Duration: Concentration, up to 1 minute
You touch a set of medium or heavy armor that is made of metal, transforming their armor set into a towering machine of war while this spell lasts. If a creature is wearing this set of armor, they must be willing in order for this spell to be cast on the armor. The armor becomes a bipedal vehicle, known as a Siege Walker. See the Siege Walker stat block for its statistics, which also uses your proficiency bonus (PB) in several places.
The armor grants the benefits to its wearer that it normally would, but counts as a vehicle. For the purposes of area of effects and spells that deal damage, the Siege Walker counts as a creature. The Siege Walker is wielding anything that the pilot was carrying when they began to pilot the Siege Walker. Melee weapons that the Siege Walker makes an attack with count as heavy, but Small creatures do not make attack rolls with these weapons at disadvantage.
If this spell is cast on a suite of armor that is being worn by a creature, the Siege Walker is created with that creature automatically piloting the vehicle. If the Siege Walker does not have a pilot, you or any friendly creature designated when you cast the spell can spend an action to enter the Siege Walker, becoming the Vehicle’s next pilot. For the duration, the vehicle’s pilot gains the benefit of total cover. Attacks originating from outside the Walker cannot target the pilot, and the pilot only takes damage from area effects that deal Psychic damage.
Additionally, the Siege Walker gains all benefits granted by the magic armor that was transformed through the casting of this spell or of any magical boots, helmet, or weapons that the pilot is wearing/wielding while using them, such as a bonus to armor class or speed, attuning to the items if they require attunement.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, choosing the Siege Armor option, use the higher level wherever the spell’s level appears in the stat block. Additionally, when you cast this spell with a spell slot of 5th level or higher, its weapon attacks deal an extra damage dice.
SIEGE Walker
Large vehicle (10 ft. by 10 ft.)
Creature Capacity 1 crew
Cargo Capacity none
Damage Immunities poison, psychic
Condition Immunities all except invisible and prone
Pilot. The walker requires a Medium or Small creature that is wearing the armor to pilot it. While wearing the armor, the pilot gains the vehicle's speed and action options, or some other option, and cannot make reactions, other than to make opportunity attacks when a creature moves out of the reach of one of the siege walker's melee weapons, but cannot make bonus actions.
A creature that is piloting it may use an action to stop piloting it, being ejected safely to an unoccupied space within 5 feet of the siege walker. The creature that is piloting the armor counts as the creature making the attacks.
Additionally, when the siege walker drops to 0 hit points, the spell ends, and the creature wearing the armor that was transformed by this spell falls prone.
Siege Weapon. This vehicle deals double damage to objects, vehicles, and structures.
Magic Weapons. The Siege Walker’s attacks count as magical for the purpose of overcoming damage resistance.
Actions
On its turns, the Siege Walker can take 2 actions, choosing from the options below. It cannot act if it has no crew.
Eject Pilot. The siege walker opens its hull and safely ejects its pilot in an unoccupied space within 5 feet of it.
Arm Attack. The siege walker makes an attack with slam, crush, or an improvised weapon, or makes a grapple attack with one of its arms.
Move. The siege walker uses its legs to move up to its speed in any direction of its pilot's choice, turning any number of times as needed.
Armor Class 10 + the level of the spell (natural armor)
Hit Points 50 + ten times the spell’s level (damage threshold 10)
Speed (walking) 40 ft.
Armor Class 13 + the level of the spell (natural armor)
Hit Points 50 + ten times the spell’s level; -5 ft. speed per 10 damage taken
Armor Class 13 + the level of the spell (natural armor)
Hit Points 25 + ten times the spell’s level.
Slam. Melee Weapon Attack: +5* to hit, reach 10 ft., one target. Hit: 1d12 + 5 + the spell's level bludgeoning damage.
*If the walker's pilot is proficient in land vehicles, they may add their PB to attacks with this weapon.
Crush. The Siege Walker can attempt to crush a Medium or smaller creature or object it is holding. The target must make a DC 13* Constitution saving throw. The target takes 2d6+5 bludgeoning damage on a failed save, or half as much damage on a successful save.
*If the Walker’s pilot is proficient with land vehicles, the Siege Walker can add the pilots Proficiency bonus to the save DC for its Crush ability.
Grapple. The Siege Walker can make a grapple attempt in place of one or more of its unarmed strikes. Using an unoccupied arm to make a Strength check* against a Huge or smaller creature within 10 feet. The target contests this check with their choice of either a Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, you subject the target to the grappled condition. The condition specifies the things that end it, and you can release the target whenever you like (no action required).
*If the Walker’s pilot is proficient with land vehicles, the Siege Walker can add the pilots Proficiency bonus to the check.
Improvised Weapon. Melee or Ranged Weapon Attack: +5* to hit, reach 5 ft. or ranged 30 ft./90 ft., one target. Hit: 7 (2d4 + 4) damage of the appropriate type (bludgeoning, piercing, or slashing). If the improvised weapon is made with a Medium or Small creature, both the hit target and creature used for this attack take this damage.
*If the Walker’s pilot is proficient with improvised weapons, the Siege Walker can add the pilots Proficiency bonus to its attack rolls with improvised weapons.
Sever Attunement
4th-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Instantaneous
Target one creature within range of the spell that is attuned to a magic item. You instantly learn if they are attuned to any magic items. If they are, you may force them to make Charisma saving throw or have their attunement automatically end with a magic item of the DMs choice, and the creature that is attuned to it takes 2d10 psychic damage. On a successful save, they take half damage and remain attuned to it, but do not gain any benefits of that magic item until the end of their your turn.
At Higher Levels. When you cast this spell using a 5th-level spell slot or higher, the damage dealt by this spell increases by 1d10 and you learn the identity of the magic item before severing attunement to it. After learning the identity of the magic item, you may choose to sever attunement to a different magic item that they're attuned to of the DMs choice, without learning the identity of it.
Okay, thanks again to everyone who has given feedback! I would appreciate thoughts on the changes and additional content (including the added content in the initial post).
Edit: I decided to go with a version of the Siege Walker similar to the one recommended by IamSposta. Thanks for the recommendation, I hope this works.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
You have to give the Walker two actions. Actions for vehicles work not unlike charges for Magic items. Movement costs an action, attacking costs an action. You have to give it two actions, if they double move or double attack, that’s up to them, but if you don’t give them two they cannot both move and attack. And if they attack, that action grants one attack with each weapon of the same type you attack with. So, since all attacks are from the Arms, if they use an action to Attack while they have two arms, that’s two attacks, if they lose an arm it drops to one attack. That’s why the Arms have to track HP independent from one another.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Ah, sorry. I thought I had done the "two actions" thing. I will fix it.
Edit: Fixed
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms