i have a general question about a subclass im designing for artificers, regarding its balance. the subclass name as the title suggests is the "pilot" subclass, based on the same premise of titanfalls pilots. you're an artificer with a giant robot. pretty simple concept. here's the balance question. given that this subclass A, provides what is essentially a large sized sidekick, whom you can command to make a single attack with a bonus action (which include making weapon attacks with increased damage if they have your infusions on them (1d4 force, then 2d4 extra force damage at lvl 9)), should i add an extra attack feature?
the class is meant to be pseudo martial. both keeping a distance while on foot, then getting close and personal when 'mounted' on your robot (called a warhauler). as a martial class, and seeing as both battle smith AND armorer have extra attacks, i feel this should be added, but i have a nagging feeling that having this awesome sidekick, which is functionally better than the steel defender or eldritch cannon individually, merits perhaps not adding the extra attack feature. the player would still be able to cast a spell with their main action and then use a bonus action to have their warhauler do an attack on the same turn, so I don't think you could consider it underpowered, but what do you think?
Its hard to judge without seeing the physical traits, but the idea is interesting so far.
The most important thing here is that you should try to distinguish this subclass. Having a sidekick more powerful than the steel defender and eldritch canon is kind of a bad idea, especially considering most artificers spend their entire levels improving those sidekick type things. Your focus should be distinguishing your pilot subclass from the armorer. It is up to you if you want to add an extra attack or a damage boost to a specific damage type or two.
thats precisely the issue im attempting to balance. as far as being different than the armorer I think i've succeeded on that front. and the titan itself doesn't actually deal more damage than an eldritch cannon can, especially at higher levels. its the overshadowing of the battle smith im worried about. i suppose saying that it is functionally better than an eldritch cannon was misleading however, as it fills a separate niche, (eldritch cannon is almost pure damage, while the Warhauler is designed as as a tank/tactical option.) the steal defender also get healing abilities which the warhauler doesn't, but i think that would still be overshadowed by the fact it does tanking better.
I think for now i'll nix the extra attack, that should keep it in line.
Hey. It’s been two years but I came across this and wanted to ask about an update and to share my thought.
I think this has great potential. I’m using scotch as the basis for my input here, as I feel it might be the best choice. All abilities short of melee and the thermite launcher would require spell slots. The firewall being an action and canisters being bonus action. I think as a prerequisite of having the titan control itself you’d need a honunculus infusion inside it.
give the abilities decent initial damage with lasting DOT for battlefield control.
fire wall at 1st level it creates a 20 foot long 5 foot wide line of fire. 2d4 fire damage on a failed dex save. Half on a success. Increase by 1d4 every spell level. Becomes 30 feet long and 10 feet wide at 3rd level spell slot
thermite launcher would have more damage on a hit. Maybe 1d8+ either str or int. On a miss the target makes a dex save or takes 1d4 fire damage at the start of its next turn. No extra attack. Maybe let it fall down a maximum of 15 feet to create a sort of flame shower 10 feet in diameter.
fire shield would be an action. Dealing 2d6 fire damage to all creatures within 5 feet infront of the titan also blocking ranged attacks. Increasing 2d6 every spell level lasting until the start of your next turn. Maybe last 1 minute but require concentration and your continued action.
canisters can be launched out to 20 feet at 1st level spell . Bonus action to launch. Upon ignition it deals 2d6 fire damage and remains for 2 turns the usual dex save shenanigans. Damage increasing by 1d6 per spell level.
these numbers would obviously increase at higher levels.
I am unsure how to do the stats for the titan itself. Perhaps using your intelligence to determine strength and con? Dex would be a flat 10. Mental stats determined by the homunculus infusion.
I would add a free infusion for the pilot to be under the effect of the jump spell.
If the titan is destroyed you can’t get it back until a long rest or expending a 3rd level spell slot or higher as part of a 1 hour ritual.
somewhere around level 6 (don’t remember artificer progression offhand) your titan is immune to it’s won fire damage.
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hello Dndbeyonders,
i have a general question about a subclass im designing for artificers, regarding its balance. the subclass name as the title suggests is the "pilot" subclass, based on the same premise of titanfalls pilots. you're an artificer with a giant robot. pretty simple concept. here's the balance question. given that this subclass A, provides what is essentially a large sized sidekick, whom you can command to make a single attack with a bonus action (which include making weapon attacks with increased damage if they have your infusions on them (1d4 force, then 2d4 extra force damage at lvl 9)), should i add an extra attack feature?
the class is meant to be pseudo martial. both keeping a distance while on foot, then getting close and personal when 'mounted' on your robot (called a warhauler). as a martial class, and seeing as both battle smith AND armorer have extra attacks, i feel this should be added, but i have a nagging feeling that having this awesome sidekick, which is functionally better than the steel defender or eldritch cannon individually, merits perhaps not adding the extra attack feature. the player would still be able to cast a spell with their main action and then use a bonus action to have their warhauler do an attack on the same turn, so I don't think you could consider it underpowered, but what do you think?
Its hard to judge without seeing the physical traits, but the idea is interesting so far.
The most important thing here is that you should try to distinguish this subclass. Having a sidekick more powerful than the steel defender and eldritch canon is kind of a bad idea, especially considering most artificers spend their entire levels improving those sidekick type things. Your focus should be distinguishing your pilot subclass from the armorer. It is up to you if you want to add an extra attack or a damage boost to a specific damage type or two.
My only good homebrews: Races, Subclasses.
An aspiring DM and Homebrewer. Ask me if you need anything.
thats precisely the issue im attempting to balance. as far as being different than the armorer I think i've succeeded on that front. and the titan itself doesn't actually deal more damage than an eldritch cannon can, especially at higher levels. its the overshadowing of the battle smith im worried about. i suppose saying that it is functionally better than an eldritch cannon was misleading however, as it fills a separate niche, (eldritch cannon is almost pure damage, while the Warhauler is designed as as a tank/tactical option.) the steal defender also get healing abilities which the warhauler doesn't, but i think that would still be overshadowed by the fact it does tanking better.
I think for now i'll nix the extra attack, that should keep it in line.
Hey. It’s been two years but I came across this and wanted to ask about an update and to share my thought.
I think this has great potential. I’m using scotch as the basis for my input here, as I feel it might be the best choice. All abilities short of melee and the thermite launcher would require spell slots. The firewall being an action and canisters being bonus action. I think as a prerequisite of having the titan control itself you’d need a honunculus infusion inside it.
give the abilities decent initial damage with lasting DOT for battlefield control.
fire wall at 1st level it creates a 20 foot long 5 foot wide line of fire. 2d4 fire damage on a failed dex save. Half on a success. Increase by 1d4 every spell level. Becomes 30 feet long and 10 feet wide at 3rd level spell slot
thermite launcher would have more damage on a hit. Maybe 1d8+ either str or int. On a miss the target makes a dex save or takes 1d4 fire damage at the start of its next turn. No extra attack. Maybe let it fall down a maximum of 15 feet to create a sort of flame shower 10 feet in diameter.
fire shield would be an action. Dealing 2d6 fire damage to all creatures within 5 feet infront of the titan also blocking ranged attacks. Increasing 2d6 every spell level lasting until the start of your next turn. Maybe last 1 minute but require concentration and your continued action.
canisters can be launched out to 20 feet at 1st level spell . Bonus action to launch. Upon ignition it deals 2d6 fire damage and remains for 2 turns the usual dex save shenanigans. Damage increasing by 1d6 per spell level.
these numbers would obviously increase at higher levels.
I am unsure how to do the stats for the titan itself. Perhaps using your intelligence to determine strength and con? Dex would be a flat 10. Mental stats determined by the homunculus infusion.
I would add a free infusion for the pilot to be under the effect of the jump spell.
If the titan is destroyed you can’t get it back until a long rest or expending a 3rd level spell slot or higher as part of a 1 hour ritual.
somewhere around level 6 (don’t remember artificer progression offhand) your titan is immune to it’s won fire damage.