Too bloody lazy to create a subrace so thank you Microsoft word.
If you want to use these, contact me and I'll send you the full artificer document.
Any experienced homebrewmeisters pls give feedback.
Mechanic
Bonus Proficiencies: When you take this specialty at 3 level, you gain proficiency with repeating crossbows and great crossbows.
Crossbow Focus: At 3 level, your ranged attacks with crossbows gain a special effect. When you crit an enemy, based on your crossbow type, they gain a special debuff.
Light Crossbow: Leg Shot. Your target’s speed is halved if they have legs or similar appendages.
Great Crossbow: Lacerating Shot. Your target takes an additional 1d8 damage. This increases at levels 9 and 14.
Heavy Crossbow: Heavy Shot. Your target is knocked prone.
Repeating Crossbow: Second Shot. You fire another shot, with a -1 penalty to hit.
Hand Crossbow: Armor Piercing Shot. Your attack reduces your enemy’s AC by 2. This increases at levels 9 and 14.
Alchemical Trap: At 5 level, you can use one of these alchemical traps. At 8, 11, 14, and 17 level you gain another trap. The DC of these traps is equal to 10 + INT + proficiency bonus. The maximum range you can throw a trap is equal to 20 ft + 5 ft per STR bonus.
You hurl a small shard of crystal. It bursts in a 20 ft sphere. All targets in the area must make a Constitution saving throw or be dazed and take 4d6 thunder damage. This automatically deals max damage against objects.
Oil of Vitriol. You hurl a flask of acidic oil at a creature. The target must make a Dexterity saving throw or take 6d4 acid damage. On a failed save, the target is splashed by the oil and takes 2d6 acid damage at the beginning of their next turn.
Alchemist’s Fire. You hurl a flask of rapidly burning liquids at a creature. The target must make a Dexterity saving throw or take 7d4 fire damage. On a failed save, the target burns aggressively, dealing 1d4 fire damage at the beginning of their turns until they put it out with a fire. Objects ignite immediately.
Concentrated Ooze Flask. You hurl a flask of concentrated grey ooze extracts at a creature. The target must make a Dexterity saving throw. On a failed save, they take 5d4 acid damage and their armor takes a -1 penalty to AC. When this penalty reduces the armor’s AC bonus to 0, the armor corrodes and breaks. Magical armor cannot be broken, and the penalty fades after a long rest or repair.
You hurl a flask of sticky green slime. It explodes in a 5 foot radius, covering the area in the slime. The area is considered difficult terrain, and any creature that passes through has their speed halved. If they begin their turn on the area or pass through it, they must make a Dexterity saving throw or not only have the slime restrict their movement, but also their attacks. On a failed save, until the next round, they have disadvantage on melee attack rolls.
Tinker Constructs: At 9 level, you can tinker with your weapons, tools, and even other constructs. You gain an amount of tinker dice equal to your proficiency bonus. Your tinker dice is d4.
During a short or long rest, you can tinker with your tools, armor, weapon, runearm, or fellow construct. After doing so, the object or construct in question either is fully repaired or regains a number of hitpoints equal to double your artificer level, and it gains a tinker bonus to AC (if armor), checks (if tool), damage or attack (if weapon or runearm), or any one of them (if construct). Once you tinker a construct or object, you cannot tinker that construct or object again until you take a long rest.
Advanced Crossbow Focus: At 13 level, you gain an improved crossbow focus.
Sniping: You gain +1 to hit and damage with all crossbows. Once per turn, you can eschew advantage on an attack roll to deal an additional 1d6 damage. This stacks with other sources of sneak attack.
Target Sights: You gain +2 to hit with all crossbows. Your critical range is now expanded to 19-20.
Trapsmithing: At 17 level, you gain advanced insight into traps. You have advantage on checks to disable non-magical traps, and whenever you disable a trap successfully on your first try, you can salvage 2d4 gp worth of trap parts. You can use these trap parts to create your own traps.
Time Bomb: Requires 25 gp worth of fire trap parts, 8 gp worth of mechanical trap parts. Takes 1 short or long rest to assemble. You place down a bomb that activates after a set time. This can be up to 4 rounds. When it detonates, it deals 8d8 fire damage in a 30 ft. sphere. A successful Dexterity save halves the damage.
Barrel Bomb (Shrapnel): Requires 30 gp worth of mechanical parts and 5 gp worth of fire trap parts. Takes 1 short or long rest to assemble. You place down a bomb that explodes when lit or triggered. If the bomb takes any damage (other than psychic or poison, which it is immune to), it triggers. It detonates in a 50 foot sphere, flinging flame and shrapnel everywhere, dealing 3d4 fire and 9d6 piercing damage. Both require their own Dexterity saving throw, which halves the respective damage.
Poison Spray Trap: Requires 5 gp worth of mechanical trap parts and 10 gp worth of poison. Takes 1 minute to assemble. You create a small trap, which you can hurl or place down. Upon being triggered (by hitting something or being stepped on), it creates a burst of poison, dealing 10d4 poison damage in a 20 ft. sphere. Any targets hit by it must make a Constitution saving throw, a successful save halves the damage. On a failed save, the target is poisoned and takes 1d8 poison damage at the beginning of their turn for 1 minute. They can repeat the save every round.
Battle Engineer
Bonus Proficiencies: When you take this specialty at 3 level, you gain proficiency in 4 martial melee weapons.
Kinetic Discharge: When you take this specialty at 3 level, you can use your rune arm to discharge kinetic energy. You have a maximum of 5 kinetic charges. You gain 1 charge whenever you damage an enemy with a rune arm charge or when you take damage. You can only gain 1 charge every turn.
Whenever you use your rune arm or make an attack, you can choose to expend your kinetic charges to gain a stacking +1 bonus to hit and damage. Whenever you take a short or long rest, your kinetic charges are reduced to 0.
Imbue Weapons: You can imbue your weapons with energy. At 5 level, you can spend a short or long rest imbuing your rune arm or melee weapon with kinetic energy. After doing so, your maximum kinetic charges is reduced by 1, but the imbued weapon gets a +1 semi-permanent bonus to hit and damage. Dispelling the weapon or taking a rest will remove the imbue and reset your maximum kinetic charges.
Improved Kinetic Discharge: At 9 level, you improve your kinetic discharge. When you hit an enemy with kinetic discharge, you deal an additional 1d4 force damage per kinetic charge expended, for a maximum of 5d4+5 damage. At 12, 15, and 18 level, the damage die increases to 1d6, 1d8, then 1d10.
Kinetic Shielding: At 13 level, you gain a bonus to AC equal to your kinetic charge. You can use a bonus action to transfer this AC bonus to an ally within 5 ft. They keep the bonus for 1 minute. Once you have transferred the AC bonus to an ally, you cannot do so again until you finish a short or long rest.
Force Shield: At 17 level, when your kinetic charge is 4 or 5, you gain resistance to force damage, immunity to magic missiles, and resistance to nonmagical bludgeoning, piercing, or slashing damage. When you transfer your kinetic shielding to another player, they gain this effect too.
Kinetic Blast: At 17 level, when you use your kinetic discharge, you also knock your enemy prone without a saving throw.
Mechanic
Bonus Proficiencies: When you take this specialty at 3 level, you gain proficiency with repeating crossbows and great crossbows.
Crossbow Focus: At 3 level, your ranged attacks with crossbows gain a special effect. When you crit an enemy, based on your crossbow type, they gain a special debuff.
Light Crossbow: Leg Shot. Your target’s speed is halved if they have legs or similar appendages.
Great Crossbow: Lacerating Shot. Your target takes an additional 1d8 damage. This increases at levels 9 and 14.
Heavy Crossbow: Heavy Shot. Your target is knocked prone.
Repeating Crossbow: Second Shot. You fire another shot, with a -1 penalty to hit.
Hand Crossbow: Armor Piercing Shot. Your attack reduces your enemy’s AC by 2. This increases at levels 9 and 14.
Alchemical Trap: At 5 level, you can use one of these alchemical traps. At 8, 11, 14, and 17 level you gain another trap. The DC of these traps is equal to 10 + INT + proficiency bonus. The maximum range you can throw a trap is equal to 20 ft + 5 ft per STR bonus.
You hurl a small shard of crystal. It bursts in a 20 ft sphere. All targets in the area must make a Constitution saving throw or be dazed and take 4d6 thunder damage. This automatically deals max damage against objects.
Oil of Vitriol. You hurl a flask of acidic oil at a creature. The target must make a Dexterity saving throw or take 6d4 acid damage. On a failed save, the target is splashed by the oil and takes 2d6 acid damage at the beginning of their next turn.
Alchemist’s Fire. You hurl a flask of rapidly burning liquids at a creature. The target must make a Dexterity saving throw or take 7d4 fire damage. On a failed save, the target burns aggressively, dealing 1d4 fire damage at the beginning of their turns until they put it out with a fire. Objects ignite immediately.
Concentrated Ooze Flask. You hurl a flask of concentrated grey ooze extracts at a creature. The target must make a Dexterity saving throw. On a failed save, they take 5d4 acid damage and their armor takes a -1 penalty to AC. When this penalty reduces the armor’s AC bonus to 0, the armor corrodes and breaks. Magical armor cannot be broken, and the penalty fades after a long rest or repair.
You hurl a flask of sticky green slime. It explodes in a 5 foot radius, covering the area in the slime. The area is considered difficult terrain, and any creature that passes through has their speed halved. If they begin their turn on the area or pass through it, they must make a Dexterity saving throw or not only have the slime restrict their movement, but also their attacks. On a failed save, until the next round, they have disadvantage on melee attack rolls.
Tinker Constructs: At 9 level, you can tinker with your weapons, tools, and even other constructs. You gain an amount of tinker dice equal to your proficiency bonus. Your tinker dice is d4.
During a short or long rest, you can tinker with your tools, armor, weapon, runearm, or fellow construct. After doing so, the object or construct in question either is fully repaired or regains a number of hitpoints equal to double your artificer level, and it gains a tinker bonus to AC (if armor), checks (if tool), damage or attack (if weapon or runearm), or any one of them (if construct). Once you tinker a construct or object, you cannot tinker that construct or object again until you take a long rest.
Advanced Crossbow Focus: At 13 level, you gain an improved crossbow focus.
Sniping: You gain +1 to hit and damage with all crossbows. Once per turn, you can eschew advantage on an attack roll to deal an additional 1d6 damage. This stacks with other sources of sneak attack.
Target Sights: You gain +2 to hit with all crossbows. Your critical range is now expanded to 19-20.
Trapsmithing: At 17 level, you gain advanced insight into traps. You have advantage on checks to disable non-magical traps, and whenever you disable a trap successfully on your first try, you can salvage 2d4 gp worth of trap parts. You can use these trap parts to create your own traps.
Time Bomb: Requires 25 gp worth of fire trap parts, 8 gp worth of mechanical trap parts. Takes 1 short or long rest to assemble. You place down a bomb that activates after a set time. This can be up to 4 rounds. When it detonates, it deals 8d8 fire damage in a 30 ft. sphere. A successful Dexterity save halves the damage.
Barrel Bomb (Shrapnel): Requires 30 gp worth of mechanical parts and 5 gp worth of fire trap parts. Takes 1 short or long rest to assemble. You place down a bomb that explodes when lit or triggered. If the bomb takes any damage (other than psychic or poison, which it is immune to), it triggers. It detonates in a 50 foot sphere, flinging flame and shrapnel everywhere, dealing 3d4 fire and 9d6 piercing damage. Both require their own Dexterity saving throw, which halves the respective damage.
Poison Spray Trap: Requires 5 gp worth of mechanical trap parts and 10 gp worth of poison. Takes 1 minute to assemble. You create a small trap, which you can hurl or place down. Upon being triggered (by hitting something or being stepped on), it creates a burst of poison, dealing 10d4 poison damage in a 20 ft. sphere. Any targets hit by it must make a Constitution saving throw, a successful save halves the damage. On a failed save, the target is poisoned and takes 1d8 poison damage at the beginning of their turn for 1 minute. They can repeat the save every round.
Battle Engineer
Bonus Proficiencies: When you take this specialty at 3 level, you gain proficiency in 4 martial melee weapons.
Kinetic Discharge: When you take this specialty at 3 level, you can use your rune arm to discharge kinetic energy. You have a maximum of 5 kinetic charges. You gain 1 charge whenever you damage an enemy with a rune arm charge or when you take damage. You can only gain 1 charge every turn.
Whenever you use your rune arm or make an attack, you can choose to expend your kinetic charges to gain a stacking +1 bonus to hit and damage. Whenever you take a short or long rest, your kinetic charges are reduced to 0.
Imbue Weapons: You can imbue your weapons with energy. At 5 level, you can spend a short or long rest imbuing your rune arm or melee weapon with kinetic energy. After doing so, your maximum kinetic charges is reduced by 1, but the imbued weapon gets a +1 semi-permanent bonus to hit and damage. Dispelling the weapon or taking a rest will remove the imbue and reset your maximum kinetic charges.
Improved Kinetic Discharge: At 9 level, you improve your kinetic discharge. When you hit an enemy with kinetic discharge, you deal an additional 1d4 force damage per kinetic charge expended, for a maximum of 5d4+5 damage. At 12, 15, and 18 level, the damage die increases to 1d6, 1d8, then 1d10.
Kinetic Shielding: At 13 level, you gain a bonus to AC equal to your kinetic charge. You can use a bonus action to transfer this AC bonus to an ally within 5 ft. They keep the bonus for 1 minute. Once you have transferred the AC bonus to an ally, you cannot do so again until you finish a short or long rest.
Force Shield: At 17 level, when your kinetic charge is 4 or 5, you gain resistance to force damage, immunity to magic missiles, and resistance to nonmagical bludgeoning, piercing, or slashing damage. When you transfer your kinetic shielding to another player, they gain this effect too.
Kinetic Blast: At 17 level, when you use your kinetic discharge, you also knock your enemy prone without a saving throw.
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hey kids do you like violence? wanna see me shove nine inch nails through each one of my eyelids?
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Too bloody lazy to create a subrace so thank you Microsoft word.
If you want to use these, contact me and I'll send you the full artificer document.
Any experienced homebrewmeisters pls give feedback.
Mechanic
Bonus Proficiencies: When you take this specialty at 3 level, you gain proficiency with repeating crossbows and great crossbows.
Crossbow Focus: At 3 level, your ranged attacks with crossbows gain a special effect. When you crit an enemy, based on your crossbow type, they gain a special debuff.
Alchemical Trap: At 5 level, you can use one of these alchemical traps. At 8, 11, 14, and 17 level you gain another trap. The DC of these traps is equal to 10 + INT + proficiency bonus. The maximum range you can throw a trap is equal to 20 ft + 5 ft per STR bonus.
Tinker Constructs: At 9 level, you can tinker with your weapons, tools, and even other constructs. You gain an amount of tinker dice equal to your proficiency bonus. Your tinker dice is d4.
During a short or long rest, you can tinker with your tools, armor, weapon, runearm, or fellow construct. After doing so, the object or construct in question either is fully repaired or regains a number of hitpoints equal to double your artificer level, and it gains a tinker bonus to AC (if armor), checks (if tool), damage or attack (if weapon or runearm), or any one of them (if construct). Once you tinker a construct or object, you cannot tinker that construct or object again until you take a long rest.
Advanced Crossbow Focus: At 13 level, you gain an improved crossbow focus.
Trapsmithing: At 17 level, you gain advanced insight into traps. You have advantage on checks to disable non-magical traps, and whenever you disable a trap successfully on your first try, you can salvage 2d4 gp worth of trap parts. You can use these trap parts to create your own traps.
Battle Engineer
Bonus Proficiencies: When you take this specialty at 3 level, you gain proficiency in 4 martial melee weapons.
Kinetic Discharge: When you take this specialty at 3 level, you can use your rune arm to discharge kinetic energy. You have a maximum of 5 kinetic charges. You gain 1 charge whenever you damage an enemy with a rune arm charge or when you take damage. You can only gain 1 charge every turn.
Whenever you use your rune arm or make an attack, you can choose to expend your kinetic charges to gain a stacking +1 bonus to hit and damage. Whenever you take a short or long rest, your kinetic charges are reduced to 0.
Imbue Weapons: You can imbue your weapons with energy. At 5 level, you can spend a short or long rest imbuing your rune arm or melee weapon with kinetic energy. After doing so, your maximum kinetic charges is reduced by 1, but the imbued weapon gets a +1 semi-permanent bonus to hit and damage. Dispelling the weapon or taking a rest will remove the imbue and reset your maximum kinetic charges.
Improved Kinetic Discharge: At 9 level, you improve your kinetic discharge. When you hit an enemy with kinetic discharge, you deal an additional 1d4 force damage per kinetic charge expended, for a maximum of 5d4+5 damage. At 12, 15, and 18 level, the damage die increases to 1d6, 1d8, then 1d10.
Kinetic Shielding: At 13 level, you gain a bonus to AC equal to your kinetic charge. You can use a bonus action to transfer this AC bonus to an ally within 5 ft. They keep the bonus for 1 minute. Once you have transferred the AC bonus to an ally, you cannot do so again until you finish a short or long rest.
Force Shield: At 17 level, when your kinetic charge is 4 or 5, you gain resistance to force damage, immunity to magic missiles, and resistance to nonmagical bludgeoning, piercing, or slashing damage. When you transfer your kinetic shielding to another player, they gain this effect too.
Kinetic Blast: At 17 level, when you use your kinetic discharge, you also knock your enemy prone without a saving throw.
Mechanic
Bonus Proficiencies: When you take this specialty at 3 level, you gain proficiency with repeating crossbows and great crossbows.
Crossbow Focus: At 3 level, your ranged attacks with crossbows gain a special effect. When you crit an enemy, based on your crossbow type, they gain a special debuff.
Alchemical Trap: At 5 level, you can use one of these alchemical traps. At 8, 11, 14, and 17 level you gain another trap. The DC of these traps is equal to 10 + INT + proficiency bonus. The maximum range you can throw a trap is equal to 20 ft + 5 ft per STR bonus.
Tinker Constructs: At 9 level, you can tinker with your weapons, tools, and even other constructs. You gain an amount of tinker dice equal to your proficiency bonus. Your tinker dice is d4.
During a short or long rest, you can tinker with your tools, armor, weapon, runearm, or fellow construct. After doing so, the object or construct in question either is fully repaired or regains a number of hitpoints equal to double your artificer level, and it gains a tinker bonus to AC (if armor), checks (if tool), damage or attack (if weapon or runearm), or any one of them (if construct). Once you tinker a construct or object, you cannot tinker that construct or object again until you take a long rest.
Advanced Crossbow Focus: At 13 level, you gain an improved crossbow focus.
Trapsmithing: At 17 level, you gain advanced insight into traps. You have advantage on checks to disable non-magical traps, and whenever you disable a trap successfully on your first try, you can salvage 2d4 gp worth of trap parts. You can use these trap parts to create your own traps.
Battle Engineer
Bonus Proficiencies: When you take this specialty at 3 level, you gain proficiency in 4 martial melee weapons.
Kinetic Discharge: When you take this specialty at 3 level, you can use your rune arm to discharge kinetic energy. You have a maximum of 5 kinetic charges. You gain 1 charge whenever you damage an enemy with a rune arm charge or when you take damage. You can only gain 1 charge every turn.
Whenever you use your rune arm or make an attack, you can choose to expend your kinetic charges to gain a stacking +1 bonus to hit and damage. Whenever you take a short or long rest, your kinetic charges are reduced to 0.
Imbue Weapons: You can imbue your weapons with energy. At 5 level, you can spend a short or long rest imbuing your rune arm or melee weapon with kinetic energy. After doing so, your maximum kinetic charges is reduced by 1, but the imbued weapon gets a +1 semi-permanent bonus to hit and damage. Dispelling the weapon or taking a rest will remove the imbue and reset your maximum kinetic charges.
Improved Kinetic Discharge: At 9 level, you improve your kinetic discharge. When you hit an enemy with kinetic discharge, you deal an additional 1d4 force damage per kinetic charge expended, for a maximum of 5d4+5 damage. At 12, 15, and 18 level, the damage die increases to 1d6, 1d8, then 1d10.
Kinetic Shielding: At 13 level, you gain a bonus to AC equal to your kinetic charge. You can use a bonus action to transfer this AC bonus to an ally within 5 ft. They keep the bonus for 1 minute. Once you have transferred the AC bonus to an ally, you cannot do so again until you finish a short or long rest.
Force Shield: At 17 level, when your kinetic charge is 4 or 5, you gain resistance to force damage, immunity to magic missiles, and resistance to nonmagical bludgeoning, piercing, or slashing damage. When you transfer your kinetic shielding to another player, they gain this effect too.
Kinetic Blast: At 17 level, when you use your kinetic discharge, you also knock your enemy prone without a saving throw.
hey kids do you like violence? wanna see me shove nine inch nails through each one of my eyelids?