I'm working on a subclass homebrew. I hate this description, but the elevator pitch is Artificer Iron Man. I changed my thoughts after some replies, but I've settled on giving them a dice pool (like Superiority Dice) they can spend on abilities (like Maneuvers). They start with 4d6 at 3rd Level, but they can burn spell slots to replenish the pool, and it reset to 4 after a long rest.
I'm working on a combat version and a travel version, so the abilities have prerequisites, but here's what I have so far. Some are little more complicated than I'd like, but I can't think of an easier way to explain them. If people can give me their impressions or help clean up the text, I'd appreciate it.
Ablative:
If you are hit with an attack, spend one or more Capacitor Dice as a Free Action to gain temp HP equal to the amount rolled after you are hit, but before damage is rolled. Prerequisite: Battle Mode
Blocking:
If a Hostile creature that you can see moves out of your reach, you can spend one or more Capacitor Dice as your Reaction to initiate a Grapple on that creature. Add the Capacitor Dice to your Str Check. Prerequisite: Battle Mode
Ejection:
If you are reduced to 0, or less HP while inside the Apparatus, as a Free Action you are ejected 5 feet away in any direction you choose. If you had any Capacitor Dice remaining when you are ejected, roll the remaining dice and you are healed that amount. If you do not have any dice remaining, you are still ejected five feet in any direction, but you are Unconscious and Stable. Prerequisite: None
Movement:
Spend a Capacitor Die as an Action to gain a Flying or Swimming Speed for a number of rounds equal to the die roll. Prerequisite: 6th Level, Scout Mode
Quick:
As a Bonus Action, you can spend one or more Capacitor Dice to take the Disengage Action, adding the amount rolled to your movement in feet. During this move, non-magical difficult terrain costs no extra movement. Prerequisite: Scout Mode
Redirection:
If you are targeted by a ranged attack, or ranged spell attack that targets only one creature, you can spend one or more Capacitor Dice as your Reaction to increase your AC by the amount rolled. If the attack misses, you can redirect the attack to a different creature. Apply the original attack roll to the new target, rolling the attack's damage dice if it hits. Prerequisite: 6th Level, Scout Mode
Self-Destruct:
As an Action, you can set your capacitor to overload and explode, destroying your Apparatus. You are launched 30 ft in any direction before the explosion. Each creature in a 20-foot-radius sphere centered on your Apparatus must make a Dex Save. Each target takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. If you have any Capacitor Dice remaining, add them to the damage roll. Prerequisite: 6th Level, Battle Mode
Skill Suite:
As a Bonus Action, spend a Capacitor Die to add the amount rolled to a Stealth or Perception Check. Prerequisite: Scout Mode
Targeting:
If you miss with a ranged attack, or ranged spell attack that targets only one creature, you can spend a Capacitor Die as your Reaction to select a new target within range and make an attack roll against that new target. You can continue to use this mechanism again during your Reaction if you roll another miss, spending a Capacitor Die to select a new target, but you can't select a creature more than once per attack with this ability. Prerequisite: 6th Level, Battle Mode
Hiya.
I'm working on a subclass homebrew. I hate this description, but the elevator pitch is Artificer Iron Man. I changed my thoughts after some replies, but I've settled on giving them a dice pool (like Superiority Dice) they can spend on abilities (like Maneuvers). They start with 4d6 at 3rd Level, but they can burn spell slots to replenish the pool, and it reset to 4 after a long rest.
I'm working on a combat version and a travel version, so the abilities have prerequisites, but here's what I have so far. Some are little more complicated than I'd like, but I can't think of an easier way to explain them. If people can give me their impressions or help clean up the text, I'd appreciate it.
Ablative:
If you are hit with an attack, spend one or more Capacitor Dice as a Free Action to gain temp HP equal to the amount rolled after you are hit, but before damage is rolled. Prerequisite: Battle Mode
Blocking:
If a Hostile creature that you can see moves out of your reach, you can spend one or more Capacitor Dice as your Reaction to initiate a Grapple on that creature. Add the Capacitor Dice to your Str Check. Prerequisite: Battle Mode
Ejection:
If you are reduced to 0, or less HP while inside the Apparatus, as a Free Action you are ejected 5 feet away in any direction you choose. If you had any Capacitor Dice remaining when you are ejected, roll the remaining dice and you are healed that amount. If you do not have any dice remaining, you are still ejected five feet in any direction, but you are Unconscious and Stable. Prerequisite: None
Movement:
Spend a Capacitor Die as an Action to gain a Flying or Swimming Speed for a number of rounds equal to the die roll. Prerequisite: 6th Level, Scout Mode
Quick:
As a Bonus Action, you can spend one or more Capacitor Dice to take the Disengage Action, adding the amount rolled to your movement in feet. During this move, non-magical difficult terrain costs no extra movement. Prerequisite: Scout Mode
Redirection:
If you are targeted by a ranged attack, or ranged spell attack that targets only one creature, you can spend one or more Capacitor Dice as your Reaction to increase your AC by the amount rolled. If the attack misses, you can redirect the attack to a different creature. Apply the original attack roll to the new target, rolling the attack's damage dice if it hits. Prerequisite: 6th Level, Scout Mode
Self-Destruct:
As an Action, you can set your capacitor to overload and explode, destroying your Apparatus. You are launched 30 ft in any direction before the explosion. Each creature in a 20-foot-radius sphere centered on your Apparatus must make a Dex Save. Each target takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. If you have any Capacitor Dice remaining, add them to the damage roll. Prerequisite: 6th Level, Battle Mode
Skill Suite:
As a Bonus Action, spend a Capacitor Die to add the amount rolled to a Stealth or Perception Check. Prerequisite: Scout Mode
Targeting:
If you miss with a ranged attack, or ranged spell attack that targets only one creature, you can spend a Capacitor Die as your Reaction to select a new target within range and make an attack roll against that new target. You can continue to use this mechanism again during your Reaction if you roll another miss, spending a Capacitor Die to select a new target, but you can't select a creature more than once per attack with this ability. Prerequisite: 6th Level, Battle Mode
Gnome Armorist - Artificer Subclass Homebrew