Hey guys, i have a homebrew idea which i ran by my dm and he's fine with it but i would like to know if it over/under-powered.
So i'm going to play a goblin artificer who's blessed with lycanthropy and i want him to have a revolver style tool prosthetic arm. The arm contains a flame thrower, a sword, a welder, a scrap gun(can shoot literally anything) which we agreed with my dm that it's going to deal 1d4-2 damage on hit, a grapling hook and possibly a potion shooring gun (idk how that would work don't ask)
The gun would malfunction on a nat 1. Changing the tools doesn't take an acrion but when i do it there's a 20% chance that i'll get the wrong tool out.
Sounds like you need to focus on reflavouring to achieve this. The were-rat part is not balanced, because it gives you immunity to non-magical non-silvered weapons, and that is huge at low-level and still pretty big later on.
The cyborg arm can be flavouerd in fairly well with your standard abilities. I'm assuming at least level 3 here, but you can tinker with the arm during levels 1-2 to justify the addition at level 3:
Tools - any tools you have can be accessed through the cyborg arm
Weapons - a sword can be stored in the arm, but you'll need to abide by the rules for drawing and changing weapons.
Scrap Gun - you can reflavour the Artillerist Artificer Sub-class to have a small cannon which you can reasonably carry. When you use it as a cannon, it's the scrap gun.
Flamethrower - the artillerist cannon can be changed at a long rest to one of 3 types - cannon, flamethrower, or healer. So you can tweak your arm each long rest to access different types!
Grappling Hook - that one will need to be homebrewed, but if you treat it as throwing one mechanically (and state you're shooting it as flavour) the DM might allow Dex checks instead of Strength to get the shot.
Potion Shooting Gun can also be equated to throwing it, simply as cool flavour.
For the Welder you can try to take a fire damage spell and the mending cantrip to reflavour as welding stuff or burning it. I believe as an artificer infusion you can make a trinket that lights fires, so that can be reflavoured as well.
My biggest concern would be the Lycanthropy part, because being a were-rat (or were-anything) makes you more powerful than other players. As a DM, I am hesitant to allow players to be were-beasts. The only character I have allowed did it purely as flavour and basically said "when I rage, I turn into a were bear", and we agreed to waive the damage immunity aspect.
Hey guys, i have a homebrew idea which i ran by my dm and he's fine with it but i would like to know if it over/under-powered.
So i'm going to play a goblin artificer who's blessed with lycanthropy and i want him to have a revolver style tool prosthetic arm. The arm contains a flame thrower, a sword, a welder, a scrap gun(can shoot literally anything) which we agreed with my dm that it's going to deal 1d4-2 damage on hit, a grapling hook and possibly a potion shooring gun (idk how that would work don't ask)
The gun would malfunction on a nat 1. Changing the tools doesn't take an acrion but when i do it there's a 20% chance that i'll get the wrong tool out.
So my question is how balanced is this?
Thanks for the help in advance!
Wererat with Scrap gun= ratling with a gatling
Sounds like you need to focus on reflavouring to achieve this. The were-rat part is not balanced, because it gives you immunity to non-magical non-silvered weapons, and that is huge at low-level and still pretty big later on.
The cyborg arm can be flavouerd in fairly well with your standard abilities. I'm assuming at least level 3 here, but you can tinker with the arm during levels 1-2 to justify the addition at level 3:
My biggest concern would be the Lycanthropy part, because being a were-rat (or were-anything) makes you more powerful than other players. As a DM, I am hesitant to allow players to be were-beasts. The only character I have allowed did it purely as flavour and basically said "when I rage, I turn into a were bear", and we agreed to waive the damage immunity aspect.
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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