Taking inspiration in the valiant armored knights of the churches, some artificers sought to replace them in the minds of the people with the creation of personalized armors which would give them the abilities required to become heroes in their own right. However, the showmanship of these so called Gallants was plain to see to those who spend even a moment in their presence. Neither the strongest or most durable in the battlefield and far from supportive, these glory-hounds are rumored by some circles to have actually artificially extended the length of the last war for their own vainglorious purposes. However the validity of these rumors was never proven.
Tools of the Trade
By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools.
Proficiencies. You gain proficiency with smith’s tools and cobbler’s tools, assuming you don’t already have them. You also gain smith’s tools and cobbler’s tools for free—the result of tinkering you’ve done as you’ve prepared for this specialization.
Crafting. If you craft an item in the clothing, armor or shoe category, it takes you a quarter of the normal time, and it costs you half as much ofthe usual gold.
Gallant Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Gallant Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Gallant Spells
Artificer Level Spell
3rd Hellish Rebuke, Zephyr Strike
5th Find Steed, Flame Blade
9th Conjure Barrage, Phantom Steed
13th Find Greater Steed, Faithful Hound
17th Holy Weapon, Steel Wind Strike
Armored Warrior
When you reach 3rd level, in preparation for equipping the masterpiece you plan to create you completed a series of arduous training regimes which paid off in the following ways:
You gain proficiency with heavy armor.
When equipping heavy armor, you may ignore any speed penalties due to insufficient strength as well as any stealth disadvantage that may normally apply.
Armor Ensemble
By 3rd level, you have finished designing the blueprints of a series of armor pieces which form a complete set of heavy armor. Choose one of the four Ensembles provided within the Gallant Ensembles lists. In addition to the list of Artificer Infusions, you may choose to infuse an item from the Gallant Armor Ensemble selected. The item does not count towards the number of infusions known, but does count towards the number of active infusions. You select another ensemble at levels 6th, 12th and 18th.
Gallant Armor pieces have a particular wavelength of magic which prevents their features from functioning if they are equipped by someone other than their creator. While wearing pieces of the Gallant Armor, you mayuse the following formula to calculate your AC instead: 10 + (1 x pieces equipped). Each piece of equipment has an additional effect which will be active only while the piece is attuned. While attuned to a piece of the Gallant Armor, you are unable to use or equip items of the categories specified for that particular ensemble.
As a bonus action on your turn, you may use a command to instantly equip or remove your armor which appears/disappears from/into a pocket dimension which only you can access. While equipped with any piece of the armor, you are considered to be wearing heavy armor.
Adaptive Infusion
At 6th level, your experience in infusions has allowed you a much deeper glimpsed into the makeshift of magic items. During a short rest, you may infuse an item with an infusion. You need not know the infusion, though it must be from the Artificer Infusion List provided by the main class. Additionally, this infusion does not count towards the maximum number of active infusions and remains in effect until your next short rest or long rest.
Synthetic Extract (Fission)
At 6th level, you develop a mechanism of magic rituals which allows you to extract the formula to create magic items from the items themselves. During a long rest, you may attempt to extract the formula from a magic item, thus gaining an infusion for that magic item. Roll an Intelligence (Investigation) skill check with a DC dependent on the item’s rarity (common: 5, uncommon: 10, rare: 15, very rare: 20). If successful, this infusion counts as an infusion known, but not as an infusion from the Artificer’s Infusion List. Regardless, the original magic item is destroyed in the process. If the item is unique or legendary, the skill check automatically fails, though the item is not destroyed.
Assembled Equipment
By 14th level, you have finished working on rework on your previous designs for the Gallant Armor. You may now craft the full ensemble as a single magic item using a single of your active infusions. While equipped, each complete ensemble gives you +4 AC. When attuning to the completed ensemble, you gain the magical properties of all the pieces of the ensemble.
Synthetic Infusion (Fusion)
By 14th level, your experiments at magic item creation has allowed you to peek into the infinite well of knowledge of ancient civilizations. Once per day after a long rest, you may synthesize one of your known infusions into one piece of ensemble you are currently attuned to. The piece gains any magical properties of the infusion you chose in addition to its own original magical properties until your next long rest.
Gallant Armor Ensemble:
You select one ensemble to learn at 3rd, 6th, 12th and 18th level. All pieces of an ensemble can be equipped simultaneously as they are parts of a whole, however each must be created and attuned independently.
Arm Ensemble: while having any of these equipped, you cannot equip bracers or gloves of any kind, unless they are part of this ensemble.
Rerebrace: While attuned you may attach a shield to this piece of equipment. You gain the benefits of having the shield while still having both hands free to take any action.
Vambrace: While attuned you gain advantage when attempting to grapple creatures of equal or smaller size than you. Furthermore, creatures under your grapple have disadvantage in any attempt to get out of your grapple.
Gauntlet: While attuned, increase damage you deal with weapons, magic or unarmed attacks by your proficiency bonus. Additionally, once per short rest as part of an unarmed attack you may attempt to shove the creature. If successful, the creature is pushed up to 200 feet away and becomes prone.
Leg Ensemble: while having any of these equipped, you cannot equip boots or leggings of any kind, unless they are part of this ensemble.
Cuisses: While attuned you count as one size larger when calculating your carrying capacity.
Greaves: While attuned you cannot be shoved or moved through physical or magical means against your will.
Sabaton: While attuned you can take the dash action as a reaction when you take damage from an attack. Additionally, once per short rest you can use the dash action as a bonus action. Neither of these movements trigger attacks of opportunity.
Chest Ensemble: while having any of these equipped, you cannot equip armor or belts of any kind, unless they are part of this ensemble.
Cuirass: While attuned you gain resistance to all non-magical damage. Additionally, once per short rest you may use your reaction to gain resistance to magical damage for one round.
Plackart: While attuned any penalty inflicted upon you due to exhaustion is reduced by one level.
Pauldron: While attuned enemies have disadvantage grabbing or restraining you and you have advantage at escaping either condition.
Head Ensemble: while having any of these equipped, you cannot equip helmets or glasses of any kind, unless they are part of this ensemble.
Helm: While attuned you are can speak directly into the minds of any creature within 120 feet that shares a language with you and they can talk to you in the same way in turn. Additionally, once per short rest you may use an action to block all telepathic communications within the same area for up to 10 minutes.
Visor: While attuned you gain truesight 30 ft.
Vebor: While attuned you are able to hold your breath for up to half an hour, regardless of your constitution modifier.
AUTHOR NOTES:
This subclass is completely experimental and out of the norm in so many ways.
Current combat emphasis involves the increasing high AC. Though low at first at 12 AC by the end it reaches a rather large 26 AC without shield.
Spells currently emphasize use towards [Self] by either providing the character with a weapon, a steed or an attack action/reaction. However, the need for strength or dexterity as an attack modifier and lack in proficiency with martial weapons limits their offensive power. This is intentional, as they are meant to be hardy not explosive. This can be counteracted by 14th level by including particular infusion properties in any piece of armor.
CHANGELOG:
0.02
Corrected a typo in the main feature’s description.
Added the Synthetic Extract (Fission), Synthetic Infusion (Fusion), and Assembled Equipment features.
Changed the property of the helm from charm resistance to telepathy.
Added action triggered abilities to the main piece of each ensemble.
Changed the property of the sabaton to make them more fun to use.
0.01
Wrote some ideas regarding item infusions.
Added remaining armor names even though they were not implemented, for reference.
Revised wording of features to properly explain AC calculation formula and equipment restrictions with each ensemble.
Added clarification in the ensemble list.
Added effects to the missing pieces of armor.
Added archetype introduction.
Added Armored Warrior Feature in order to give the subclass proficiency with heavy armor.
Added the ability to (summon) and (return) the full armor set with a bonus action.
0.00
Decided to make a subclass that made use of infusions specifically and that benefitted from the Artificer’s current capstone feature.
For the time being, went with a power-armor type of route for the special feature, though all remaining features will emphasize infusions.
Decided to use a unique approach to armor pieces are researched the names of the different individual pieces of armor.
Implemented Armor Pieces:
Helm: protects the head
Visor: protects the eyes, always attached to the helm
Vebor: protects the neck, may be attached to the cuirass
Cuirass: protects the chest
Plackart: protects the belly, usually round and big
Pauldron: protects the shoulders, usually have a motif and attached to cuirass
Rerebrace: protects the upper arm
Vambrace: protects the lower arm
Gauntlets: protects the hand and acts as an auxiliary-weapon
Cuisses: protects the upper leg
Greaves: protects the lower leg
Sabaton: protects the feet
Unimplemented Armor Pieces:
Faulds: the metal skirt that hangs from the Cuirass
Tasset: pieces of metal that hang from the faulds and cover the upper leg
Cod-Piece: protects the private area
Gardbrace: small extra piece which protects the armpit from the front
Interesting concept, kinda makes me think this would make more sense as the Battle Smith with their existing crafting focus on armors. I don't know if down the line they'll ever introduce an artificer subclass that doesn't have some kind of "pet"; perhaps the Armor Ensemble is intended to be the "pet" of this subclass?
Just a few notes since this subclass is still in early development:
absorb elements is from Elemental Evil Player's Companion, not the PHB, so you'll need to replace at least that on the spell list
elemental weapon is a baseline artificer spell, though I can understand it still being there if you can't find an acceptable replacement
You gave them proficiency with and a free set of cobbler's tools, yet their crafting expertise has nothing to do with boots? At least include it with their armor crafting expertise, if not replace armor crafting altogether; there's only like seven types of magical boots one can get with just the basic rules anyway, maybe even loosely eight if you count the "Boots of the Winding Path" artificer infusion.
That's all I got for now. I would say keep up the good work, but then again I would expect no less from my rival ;)
Interesting concept, kinda makes me think this would make more sense as the Battle Smith with their existing crafting focus on armors. I don't know if down the line they'll ever introduce an artificer subclass that doesn't have some kind of "pet"; perhaps the Armor Ensemble is intended to be the "pet" of this subclass?
Just a few notes since this subclass is still in early development:
absorb elements is from Elemental Evil Player's Companion, not the PHB, so you'll need to replace at least that on the spell list
elemental weapon is a baseline artificer spell, though I can understand it still being there if you can't find an acceptable replacement
You gave them proficiency with and a free set of cobbler's tools, yet their crafting expertise has nothing to do with boots? At least include it with their armor crafting expertise, if not replace armor crafting altogether; there's only like seven types of magical boots one can get with just the basic rules anyway, maybe even loosely eight if you count the "Boots of the Winding Path" artificer infusion.
That's all I got for now. I would say keep up the good work, but then again I would expect no less from my rival ;)
Yeah, this one is bare bones. Might even need to split in two to be honest. There's some ideas that may be better for the "infusions" than the one presented here with armor pieces.
Yeah, in this skeleton the armor would be the object of interest rather than an external factor. I took into consideration that the Alchemist seems to be about to lose his homunculus according to the reviews by crawford.
The spells were selected without much care, depending on what this concept evolves into the entire list might change.
Yeah the crating portion... Did not want weaver's tools because the armor is made of metal... same for leatherworker's tools. Cobbler's tools has to do with boots which armors have, but most boots in the game are leather or tailored instead of metal...
I'm a little confused/concerned about the power of armor ensemble. Does it let you wear another armor or count as its own armor? Does it count as light, medium, or heavy armor or unarmored? Because worst case scenario, this could lead to 18-23 armor AC +shield +DEX for 25-33 or higher AC depending on magic items.
Absorb elements and elemental weapon are both base artificer spells.
I like the premise of "this is subclass that only buffs itself." Most classes have one "doesn't play nice with others" subclass.
I'm a little confused/concerned about the power of armor ensemble. Does it let you wear another armor or count as its own armor? Does it count as light, medium, or heavy armor or unarmored? Because worst case scenario, this could lead to 18-23 armor AC +shield +DEX for 25-33 or higher AC depending on magic items.
Absorb elements and elemental weapon are both base artificer spells.
I like the premise of "this is subclass that only buffs itself." Most classes have one "doesn't play nice with others" subclass.
While wearing a piece of armor ensemble, you cannot equip any other piece of equipment type magic item. Furthermore, ensembles occupy the equipment slot specified. So by equipping say the Cuirass, your chest slot is occupied with armor already, so you cannot place another piece on top of it. If on the other hand you had a Gauntlet, you'd still be able to equip non-magical armor. The exception are the ensemble which combine and share a slot (Cuirass, Plackart and Paildron jointly occupying the chest slot). While 5e does not specify body slots, it does specify that for example a player cannot use two different kinds of the same type of equipment such as two boot-type magic items.
I did not specify it, but the AC provided by the armor pieces is an alternate AC calculation, like those of races with natural armor. Hence, AC is equal to 10 + AC provided by armor pieces equipped. While subject to a nerf in the next revision, equipping all 12 armor pieces results in 34 AC by 18th level by turning several pieces into permanent magic items. I plan to reduce the AC provided by each piece to 1 and a +1 bonus per complete ensemble and thus reduce the maximum AC to 26 plus shield. A bit high, but this is an armor specialist.
The armor is supposed to be custom made for the character itself, hence it can be any armor type, though providing no bonus or deficit for being any of them. As such, no bonus, penalty or proficiency. Mechanically, the player is armored.
You got the combat theme right! His features are mostly for himself, though Adaptive Infusion allows him to more effectively use infusions than other artificers.
Oh I misunderstood something. I thought there were 4 slots with 3 options each, thus having to make choices and limiting the AC stack.
Are you still planning to allow the artificer to apply their full DEX mod? Because that is still a potential 32AC with 20 DEX, all 12 pieces, and an enhanced defense shield.
Oh I misunderstood something. I thought there were 4 slots with 3 options each, thus having to make choices and limiting the AC stack.
Are you still planning to allow the artificer to apply their full DEX mod? Because that is still a potential 32AC with 20 DEX, all 12 pieces, and an enhanced defense shield.
See previous message. Alternate AC calculation. Max AC is 34 plus shield, but will be nerfed to 26 plus Shield.
Though you DO need to choose which of them to attune each day.
By 3rd level, you have finished designing the blueprints of a series of armor pieces which form a complete set of heavy armor. Choose one of the three Ensembles provided within the Gallant Ensembles lists. In addition to the list of Artificer Infusions, you may choose to infuse an item from the Gallant Armor Ensemble selected. The item does not count towards the number of infusions known, but does count towards the number of active infusions. You select another ensemble at levels 6th, 12th and 18th.
I must've missed this on the first pass. Is it supposed to say three, or did you mean of the four Ensembles provided?
By 3rd level, you have finished designing the blueprints of a series of armor pieces which form a complete set of heavy armor. Choose one of the three Ensembles provided within the Gallant Ensembles lists. In addition to the list of Artificer Infusions, you may choose to infuse an item from the Gallant Armor Ensemble selected. The item does not count towards the number of infusions known, but does count towards the number of active infusions. You select another ensemble at levels 6th, 12th and 18th.
I must've missed this on the first pass. Is it supposed to say three, or did you mean of the four Ensembles provided?
By 3rd level, you have finished designing the blueprints of a series of armor pieces which form a complete set of heavy armor. Choose one of the three Ensembles provided within the Gallant Ensembles lists. In addition to the list of Artificer Infusions, you may choose to infuse an item from the Gallant Armor Ensemble selected. The item does not count towards the number of infusions known, but does count towards the number of active infusions. You select another ensemble at levels 6th, 12th and 18th.
I must've missed this on the first pass. Is it supposed to say three, or did you mean of the four Ensembles provided?
That's an Oopsy alright! That'll be fixed next time for sure.
Any particular opinion on the potential ideas listed.
By 3rd level, you have finished designing the blueprints of a series of armor pieces which form a complete set of heavy armor. Choose one of the three Ensembles provided within the Gallant Ensembles lists. In addition to the list of Artificer Infusions, you may choose to infuse an item from the Gallant Armor Ensemble selected. The item does not count towards the number of infusions known, but does count towards the number of active infusions. You select another ensemble at levels 6th, 12th and 18th.
I must've missed this on the first pass. Is it supposed to say three, or did you mean of the four Ensembles provided?
That's an Oopsy alright! That'll be fixed next time for sure.
Any particular opinion on the potential ideas listed.
Definitely focus on developing your proposed synthesis feature more. I feel that will help address the issue of the number of magic items the baseline artificer can replicate with infusions alone that the gallant would lose out on because they already have certain item slots occupied with certain ensembles. Like, it feels wrong to me that a gallant can have a gauntlet as part of the Arms Ensemble yet could not attune to gauntlets of ogre power at the same time, you know? Though I can see how that alone may not be enough of an argument to warrant addressing. Your ideas, your call.
Also, perhaps change the feature's name to fusion instead of synthesis, to reflect its opposing nature to the proposed fission feature.
And for shits & giggles, if you've ever played Munchkin, a poleyn of charming item set would be a direct analogy of the Kneepads of Allure :P
By 3rd level, you have finished designing the blueprints of a series of armor pieces which form a complete set of heavy armor. Choose one of the three Ensembles provided within the Gallant Ensembles lists. In addition to the list of Artificer Infusions, you may choose to infuse an item from the Gallant Armor Ensemble selected. The item does not count towards the number of infusions known, but does count towards the number of active infusions. You select another ensemble at levels 6th, 12th and 18th.
I must've missed this on the first pass. Is it supposed to say three, or did you mean of the four Ensembles provided?
That's an Oopsy alright! That'll be fixed next time for sure.
Any particular opinion on the potential ideas listed.
Definitely focus on developing your proposed synthesis feature more. I feel that will help address the issue of the number of magic items the baseline artificer can replicate with infusions alone that the gallant would lose out on because they already have certain item slots occupied with certain ensembles. Like, it feels wrong to me that a gallant can have a gauntlet as part of the Arms Ensemble yet could not attune to gauntlets of ogre power at the same time, you know? Though I can see how that alone may not be enough of an argument to warrant addressing. Your ideas, your call.
Also, perhaps change the feature's name to fusion instead of synthesis, to reflect its opposing nature to the proposed fission feature.
And for shits & giggles, if you've ever played Munchkin, a poleyn of charming item set would be a direct analogy of the Kneepads of Allure :P
Hmmm... the original idea of synthesis was not to apply it to the ensemble to avoid excessive OPness... if it were to be used it would be like "the piece of armor gains the magical properties of a destroyed magic item, but loses its current magical properties". In your example, losing the bonus to damage and gaining a flat value of Strength. Otherwise, provide the DM a list of potential results to be rolled on percentile dies. 0 losing all magical properties and 100 having the properties of both items.
By 3rd level, you have finished designing the blueprints of a series of armor pieces which form a complete set of heavy armor. Choose one of the three Ensembles provided within the Gallant Ensembles lists. In addition to the list of Artificer Infusions, you may choose to infuse an item from the Gallant Armor Ensemble selected. The item does not count towards the number of infusions known, but does count towards the number of active infusions. You select another ensemble at levels 6th, 12th and 18th.
I must've missed this on the first pass. Is it supposed to say three, or did you mean of the four Ensembles provided?
That's an Oopsy alright! That'll be fixed next time for sure.
Any particular opinion on the potential ideas listed.
Definitely focus on developing your proposed synthesis feature more. I feel that will help address the issue of the number of magic items the baseline artificer can replicate with infusions alone that the gallant would lose out on because they already have certain item slots occupied with certain ensembles. Like, it feels wrong to me that a gallant can have a gauntlet as part of the Arms Ensemble yet could not attune to gauntlets of ogre power at the same time, you know? Though I can see how that alone may not be enough of an argument to warrant addressing. Your ideas, your call.
Also, perhaps change the feature's name to fusion instead of synthesis, to reflect its opposing nature to the proposed fission feature.
And for shits & giggles, if you've ever played Munchkin, a poleyn of charming item set would be a direct analogy of the Kneepads of Allure :P
Hmmm... the original idea of synthesis was not to apply it to the ensemble to avoid excessive OPness... if it were to be used it would be like "the piece of armor gains the magical properties of a destroyed magic item, but loses its current magical properties". In your example, losing the bonus to damage and gaining a flat value of Strength. Otherwise, provide the DM a list of potential results to be rolled on percentile dies. 0 losing all magical properties and 100 having the properties of both items.
Which of the two is better?
I think there's room for interaction here between your intended effects and magic items in general, with a focus on those available to the artificer for replication. You can make allowances for seemingly-OP concepts at the subclass's capstone ability so long as you do make attempts to reign in just how OP it could be.
To me, I think it makes sense that by level 14, a gallant artificer (BTW, that combination of words just looks epic, so well done with naming the subclass :P) would be able to have an Arm Ensemble that had a gauntlet capable of both your original gauntlet effect AND the effects of gauntlets of ogre power, or a Head Ensemble with a visor capable of both your visor effect of truesight AND the effects of eyes of the eagle; just never at the same time. And just my opinion, but I believe it thematically makes more sense to have your intended Synthesis feature able to apply multiple effects to your Ensembles. It's good that you want to avoid excessive OPness, just also remember that for a capstone ability you're allowed to be "gamebreaking" without actually breaking the game. You can and should put a number of restrictions and limitations onto the feature explicitly for the sake of balance. Sometimes homebrewing is about just throwing any and every idea for balancing you can come up with out into the universe, then sitting back and seeing how the universe responds to any of it.
I've already helped you get started with my own suggestion: figure out which existing magic items could be replaced by one of your ensembles, then decide for yourself which ones could logically be used in conjunction with or in place of your Ensembles effects. For an example, gauntlets of ogre power and gloves of missile snaring could definitely fill in for the gauntlet effect of the Arm Ensemble, whereas bracers of archery logically would replace the vambrace effect instead; a Helm Ensemble could logically have a helm of telepathy or a headband of intellect in place of the helm effect, eyes of the eagle in place of the visor effect, or a periapt of wound closure in place of the vebor effect. Also notice that all of the magic items I used in the examples are those an artificer is capable of replicating at level 14. That's another limitation you can impose on your Synthesis feature: only magic items an artificer is capable of replicating are allowed for use by Synthesis. That already comes along with other limitations inherently because of the limit on item infusions an artificer has baseline, so even more balanced that way.
I hope this goes without saying, but these are all suggestions that you are also free to ignore. I've presented my arguments but you always have the final say in what does and what doesn't go into your subclass's features.
OP updated with the feature changes amongst other things.
Lol, took you a bit to notice the Iron Man reference there! Was it the instant equip feature?
For the time being I made the synthesis/fusion feature underpowered until I think it carefully. Not that it's exactly weak with the new changes either way.
Yeah, IDK why I was so oblivious to the references or why it wasn't until I imagined what a warforged gallant artificer would be like to see the Iron Man connections XD
Another note that I didn't catch on previous passes: you have three spells from XGtE in the spell list (zephyr strike, holy weapon, and steel wind strike). I wish I had any PHB options to recommend replacing them with, but I'm sure you understand why they'll need to be replaced.
Yeah, IDK why I was so oblivious to the references or why it wasn't until I imagined what a warforged gallant artificer would be like to see the Iron Man connections XD
Another note that I didn't catch on previous passes: you have three spells from XGtE in the spell list (zephyr strike, holy weapon, and steel wind strike). I wish I had any PHB options to recommend replacing them with, but I'm sure you understand why they'll need to be replaced.
Yup. Soon as I find a good replacement for them, which ain't easy this time...
For the first, Armor of Agathys or Ensnaring Strike are the only applicable ones...
Fifth level maybe Destruction Wave? But nothing else catches my eye... Arcane Hand?
Yeah, IDK why I was so oblivious to the references or why it wasn't until I imagined what a warforged gallant artificer would be like to see the Iron Man connections XD
Another note that I didn't catch on previous passes: you have three spells from XGtE in the spell list (zephyr strike, holy weapon, and steel wind strike). I wish I had any PHB options to recommend replacing them with, but I'm sure you understand why they'll need to be replaced.
Yup. Soon as I find a good replacement for them, which ain't easy this time...
For the first, Armor of Agathys or Ensnaring Strike are the only applicable ones...
Fifth level maybe Destruction Wave? But nothing else catches my eye... Arcane Hand?
Yeah, IDK why I was so oblivious to the references or why it wasn't until I imagined what a warforged gallant artificer would be like to see the Iron Man connections XD
Another note that I didn't catch on previous passes: you have three spells from XGtE in the spell list (zephyr strike, holy weapon, and steel wind strike). I wish I had any PHB options to recommend replacing them with, but I'm sure you understand why they'll need to be replaced.
Yup. Soon as I find a good replacement for them, which ain't easy this time...
For the first, Armor of Agathys or Ensnaring Strike are the only applicable ones...
Fifth level maybe Destruction Wave? But nothing else catches my eye... Arcane Hand?
Yeah, IDK why I was so oblivious to the references or why it wasn't until I imagined what a warforged gallant artificer would be like to see the Iron Man connections XD
Another note that I didn't catch on previous passes: you have three spells from XGtE in the spell list (zephyr strike, holy weapon, and steel wind strike). I wish I had any PHB options to recommend replacing them with, but I'm sure you understand why they'll need to be replaced.
Yup. Soon as I find a good replacement for them, which ain't easy this time...
For the first, Armor of Agathys or Ensnaring Strike are the only applicable ones...
Fifth level maybe Destruction Wave? But nothing else catches my eye... Arcane Hand?
Arcane hand is the generic Basic Rules spell name for Bigby's hand, which is already on the artificer baseline spell list so that wouldn't work unfortunately. I thought armor of agathys was a decent choice on the first pass, though might be sending the wrong message since you'd also have hellish rebuke, another warlock exclusive spell, at that level. Probably choose between armor of agathys and hellish rebuke, then have ensnaring strike be the second spell gained for 1st level gallant spells. I think destructive wave is as good a choice as any that you'd have available for a 5th-level choice. Maybe circle of power for additional utility and support?
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Gallant V. 0.02
Taking inspiration in the valiant armored knights of the churches, some artificers sought to replace them in the minds of the people with the creation of personalized armors which would give them the abilities required to become heroes in their own right. However, the showmanship of these so called Gallants was plain to see to those who spend even a moment in their presence. Neither the strongest or most durable in the battlefield and far from supportive, these glory-hounds are rumored by some circles to have actually artificially extended the length of the last war for their own vainglorious purposes. However the validity of these rumors was never proven.
Tools of the Trade
By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools.
Proficiencies. You gain proficiency with smith’s tools and cobbler’s tools, assuming you don’t already have them. You also gain smith’s tools and cobbler’s tools for free—the result of tinkering you’ve done as you’ve prepared for this specialization.
Crafting. If you craft an item in the clothing, armor or shoe category, it takes you a quarter of the normal time, and it costs you half as much ofthe usual gold.
Gallant Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Gallant Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Gallant Spells
Artificer Level Spell
3rd Hellish Rebuke, Zephyr Strike
5th Find Steed, Flame Blade
9th Conjure Barrage, Phantom Steed
13th Find Greater Steed, Faithful Hound
17th Holy Weapon, Steel Wind Strike
Armored Warrior
When you reach 3rd level, in preparation for equipping the masterpiece you plan to create you completed a series of arduous training regimes which paid off in the following ways:
Armor Ensemble
By 3rd level, you have finished designing the blueprints of a series of armor pieces which form a complete set of heavy armor. Choose one of the four Ensembles provided within the Gallant Ensembles lists. In addition to the list of Artificer Infusions, you may choose to infuse an item from the Gallant Armor Ensemble selected. The item does not count towards the number of infusions known, but does count towards the number of active infusions. You select another ensemble at levels 6th, 12th and 18th.
Gallant Armor pieces have a particular wavelength of magic which prevents their features from functioning if they are equipped by someone other than their creator. While wearing pieces of the Gallant Armor, you mayuse the following formula to calculate your AC instead: 10 + (1 x pieces equipped). Each piece of equipment has an additional effect which will be active only while the piece is attuned. While attuned to a piece of the Gallant Armor, you are unable to use or equip items of the categories specified for that particular ensemble.
As a bonus action on your turn, you may use a command to instantly equip or remove your armor which appears/disappears from/into a pocket dimension which only you can access. While equipped with any piece of the armor, you are considered to be wearing heavy armor.
Adaptive Infusion
At 6th level, your experience in infusions has allowed you a much deeper glimpsed into the makeshift of magic items. During a short rest, you may infuse an item with an infusion. You need not know the infusion, though it must be from the Artificer Infusion List provided by the main class. Additionally, this infusion does not count towards the maximum number of active infusions and remains in effect until your next short rest or long rest.
Synthetic Extract (Fission)
At 6th level, you develop a mechanism of magic rituals which allows you to extract the formula to create magic items from the items themselves. During a long rest, you may attempt to extract the formula from a magic item, thus gaining an infusion for that magic item. Roll an Intelligence (Investigation) skill check with a DC dependent on the item’s rarity (common: 5, uncommon: 10, rare: 15, very rare: 20). If successful, this infusion counts as an infusion known, but not as an infusion from the Artificer’s Infusion List. Regardless, the original magic item is destroyed in the process. If the item is unique or legendary, the skill check automatically fails, though the item is not destroyed.
Assembled Equipment
By 14th level, you have finished working on rework on your previous designs for the Gallant Armor. You may now craft the full ensemble as a single magic item using a single of your active infusions. While equipped, each complete ensemble gives you +4 AC. When attuning to the completed ensemble, you gain the magical properties of all the pieces of the ensemble.
Synthetic Infusion (Fusion)
By 14th level, your experiments at magic item creation has allowed you to peek into the infinite well of knowledge of ancient civilizations. Once per day after a long rest, you may synthesize one of your known infusions into one piece of ensemble you are currently attuned to. The piece gains any magical properties of the infusion you chose in addition to its own original magical properties until your next long rest.
Gallant Armor Ensemble:
You select one ensemble to learn at 3rd, 6th, 12th and 18th level. All pieces of an ensemble can be equipped simultaneously as they are parts of a whole, however each must be created and attuned independently.
Arm Ensemble: while having any of these equipped, you cannot equip bracers or gloves of any kind, unless they are part of this ensemble.
Leg Ensemble: while having any of these equipped, you cannot equip boots or leggings of any kind, unless they are part of this ensemble.
Chest Ensemble: while having any of these equipped, you cannot equip armor or belts of any kind, unless they are part of this ensemble.
Head Ensemble: while having any of these equipped, you cannot equip helmets or glasses of any kind, unless they are part of this ensemble.
AUTHOR NOTES:
This subclass is completely experimental and out of the norm in so many ways.
Current combat emphasis involves the increasing high AC. Though low at first at 12 AC by the end it reaches a rather large 26 AC without shield.
Spells currently emphasize use towards [Self] by either providing the character with a weapon, a steed or an attack action/reaction. However, the need for strength or dexterity as an attack modifier and lack in proficiency with martial weapons limits their offensive power. This is intentional, as they are meant to be hardy not explosive. This can be counteracted by 14th level by including particular infusion properties in any piece of armor.
CHANGELOG:
Implemented Armor Pieces:
Unimplemented Armor Pieces:
Interesting concept, kinda makes me think this would make more sense as the Battle Smith with their existing crafting focus on armors. I don't know if down the line they'll ever introduce an artificer subclass that doesn't have some kind of "pet"; perhaps the Armor Ensemble is intended to be the "pet" of this subclass?
Just a few notes since this subclass is still in early development:
That's all I got for now. I would say keep up the good work, but then again I would expect no less from my rival ;)
Yeah, this one is bare bones. Might even need to split in two to be honest. There's some ideas that may be better for the "infusions" than the one presented here with armor pieces.
Yeah, in this skeleton the armor would be the object of interest rather than an external factor. I took into consideration that the Alchemist seems to be about to lose his homunculus according to the reviews by crawford.
The spells were selected without much care, depending on what this concept evolves into the entire list might change.
Yeah the crating portion... Did not want weaver's tools because the armor is made of metal... same for leatherworker's tools. Cobbler's tools has to do with boots which armors have, but most boots in the game are leather or tailored instead of metal...
I'm a little confused/concerned about the power of armor ensemble. Does it let you wear another armor or count as its own armor? Does it count as light, medium, or heavy armor or unarmored? Because worst case scenario, this could lead to 18-23 armor AC +shield +DEX for 25-33 or higher AC depending on magic items.
Absorb elements and elemental weapon are both base artificer spells.
I like the premise of "this is subclass that only buffs itself." Most classes have one "doesn't play nice with others" subclass.
While wearing a piece of armor ensemble, you cannot equip any other piece of equipment type magic item. Furthermore, ensembles occupy the equipment slot specified. So by equipping say the Cuirass, your chest slot is occupied with armor already, so you cannot place another piece on top of it. If on the other hand you had a Gauntlet, you'd still be able to equip non-magical armor. The exception are the ensemble which combine and share a slot (Cuirass, Plackart and Paildron jointly occupying the chest slot). While 5e does not specify body slots, it does specify that for example a player cannot use two different kinds of the same type of equipment such as two boot-type magic items.
I did not specify it, but the AC provided by the armor pieces is an alternate AC calculation, like those of races with natural armor. Hence, AC is equal to 10 + AC provided by armor pieces equipped. While subject to a nerf in the next revision, equipping all 12 armor pieces results in 34 AC by 18th level by turning several pieces into permanent magic items. I plan to reduce the AC provided by each piece to 1 and a +1 bonus per complete ensemble and thus reduce the maximum AC to 26 plus shield. A bit high, but this is an armor specialist.
The armor is supposed to be custom made for the character itself, hence it can be any armor type, though providing no bonus or deficit for being any of them. As such, no bonus, penalty or proficiency. Mechanically, the player is armored.
You got the combat theme right! His features are mostly for himself, though Adaptive Infusion allows him to more effectively use infusions than other artificers.
Oh I misunderstood something. I thought there were 4 slots with 3 options each, thus having to make choices and limiting the AC stack.
Are you still planning to allow the artificer to apply their full DEX mod? Because that is still a potential 32AC with 20 DEX, all 12 pieces, and an enhanced defense shield.
See previous message. Alternate AC calculation. Max AC is 34 plus shield, but will be nerfed to 26 plus Shield.
Though you DO need to choose which of them to attune each day.
Updated OP with various things. Details in the Changelog.
Please advise in regards to the. Changes made and the possible ideas.
I must've missed this on the first pass. Is it supposed to say three, or did you mean of the four Ensembles provided?
That's an Oopsy alright! That'll be fixed next time for sure.
Any particular opinion on the potential ideas listed.
Definitely focus on developing your proposed synthesis feature more. I feel that will help address the issue of the number of magic items the baseline artificer can replicate with infusions alone that the gallant would lose out on because they already have certain item slots occupied with certain ensembles. Like, it feels wrong to me that a gallant can have a gauntlet as part of the Arms Ensemble yet could not attune to gauntlets of ogre power at the same time, you know? Though I can see how that alone may not be enough of an argument to warrant addressing. Your ideas, your call.
Also, perhaps change the feature's name to fusion instead of synthesis, to reflect its opposing nature to the proposed fission feature.
And for shits & giggles, if you've ever played Munchkin, a poleyn of charming item set would be a direct analogy of the Kneepads of Allure :P
Hmmm... the original idea of synthesis was not to apply it to the ensemble to avoid excessive OPness... if it were to be used it would be like "the piece of armor gains the magical properties of a destroyed magic item, but loses its current magical properties". In your example, losing the bonus to damage and gaining a flat value of Strength. Otherwise, provide the DM a list of potential results to be rolled on percentile dies. 0 losing all magical properties and 100 having the properties of both items.
Which of the two is better?
I think there's room for interaction here between your intended effects and magic items in general, with a focus on those available to the artificer for replication. You can make allowances for seemingly-OP concepts at the subclass's capstone ability so long as you do make attempts to reign in just how OP it could be.
To me, I think it makes sense that by level 14, a gallant artificer (BTW, that combination of words just looks epic, so well done with naming the subclass :P) would be able to have an Arm Ensemble that had a gauntlet capable of both your original gauntlet effect AND the effects of gauntlets of ogre power, or a Head Ensemble with a visor capable of both your visor effect of truesight AND the effects of eyes of the eagle; just never at the same time. And just my opinion, but I believe it thematically makes more sense to have your intended Synthesis feature able to apply multiple effects to your Ensembles. It's good that you want to avoid excessive OPness, just also remember that for a capstone ability you're allowed to be "gamebreaking" without actually breaking the game. You can and should put a number of restrictions and limitations onto the feature explicitly for the sake of balance. Sometimes homebrewing is about just throwing any and every idea for balancing you can come up with out into the universe, then sitting back and seeing how the universe responds to any of it.
I've already helped you get started with my own suggestion: figure out which existing magic items could be replaced by one of your ensembles, then decide for yourself which ones could logically be used in conjunction with or in place of your Ensembles effects. For an example, gauntlets of ogre power and gloves of missile snaring could definitely fill in for the gauntlet effect of the Arm Ensemble, whereas bracers of archery logically would replace the vambrace effect instead; a Helm Ensemble could logically have a helm of telepathy or a headband of intellect in place of the helm effect, eyes of the eagle in place of the visor effect, or a periapt of wound closure in place of the vebor effect. Also notice that all of the magic items I used in the examples are those an artificer is capable of replicating at level 14. That's another limitation you can impose on your Synthesis feature: only magic items an artificer is capable of replicating are allowed for use by Synthesis. That already comes along with other limitations inherently because of the limit on item infusions an artificer has baseline, so even more balanced that way.
I hope this goes without saying, but these are all suggestions that you are also free to ignore. I've presented my arguments but you always have the final say in what does and what doesn't go into your subclass's features.
I just realized what a warforged gallant artificer would be: Iron Man.
They would be Iron Man.
Now I want them to team up with my golem-crafter Thor and his personal stone golem Korg XD
Have I mentioned lately that I like this subclass? As expected from my rival ;)
OP updated with the feature changes amongst other things.
Lol, took you a bit to notice the Iron Man reference there! Was it the instant equip feature?
For the time being I made the synthesis/fusion feature underpowered until I think it carefully. Not that it's exactly weak with the new changes either way.
Yeah, IDK why I was so oblivious to the references or why it wasn't until I imagined what a warforged gallant artificer would be like to see the Iron Man connections XD
Another note that I didn't catch on previous passes: you have three spells from XGtE in the spell list (zephyr strike, holy weapon, and steel wind strike). I wish I had any PHB options to recommend replacing them with, but I'm sure you understand why they'll need to be replaced.
Yup. Soon as I find a good replacement for them, which ain't easy this time...
For the first, Armor of Agathys or Ensnaring Strike are the only applicable ones...
Fifth level maybe Destruction Wave? But nothing else catches my eye... Arcane Hand?
It actually has to be limited to spells from basic rules and EEPC, not PHB. This eliminates armor of agathys, ensnaring strike, and destructive wave (but not arcane hand).
We're talking about the spells for the subclass's spell list, not the baseline spells that the artificer already has.
Arcane hand is the generic Basic Rules spell name for Bigby's hand, which is already on the artificer baseline spell list so that wouldn't work unfortunately. I thought armor of agathys was a decent choice on the first pass, though might be sending the wrong message since you'd also have hellish rebuke, another warlock exclusive spell, at that level. Probably choose between armor of agathys and hellish rebuke, then have ensnaring strike be the second spell gained for 1st level gallant spells. I think destructive wave is as good a choice as any that you'd have available for a 5th-level choice. Maybe circle of power for additional utility and support?