I've working on this artificer subclass recently, and got it to the point where I felt comfortable enough to ask for opinions and suggestions on how it's currently looking. To summarize this subclass, this artificer focuses on creating blocks that are able to be used in multiple ways, namely damage, pushing creatures, making covers, and potentially blocking paths.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with Carpenter's Tools or Mason's Tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Contractor Spells
Starting at 3rd level, you learn the Mold Earth cantrip, it counts as artificer cantrip for you and doesn’t count against the number of artificer cantrips you know. When you cast Mold Earth, you can affect an area up to a 10-foot square.
You also always have certain spells prepared after you reach particular levels in this class, as shown in the Contractor Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
By 3rd level, you've learned how to create magical blocks that you can manipulate. Using carpenter's tools or mason's tools, you can take an action to magically create three blocks that no larger than 1 foot on each side. Each block floats around you for the duration or until given a command. You determine the material that the blocks are made of, such as stone, wood or another building material; your choice has no effect on its game statistics. When you reach higher levels in this class you can create additional blocks, increasing to 4 blocks at 5th level, 5 blocks at 9th level, and 6 blocks at 15th level.
Once you create the blocks, you can’t do so again until you finish a long rest or until you expend a spell slot. If you create additional blocks while blocks are still present, the previously created blocks disappear.
These blocks are magical objects. Regardless of size, the each block has an AC equal to 10 + your proficiency bonus and a number of hit points equal to triple you artificer level. The blocks are immune to poison damage, psychic damage, and all conditions. If forced to make an a saving throw, treat the block's ability scores as 10 (+0). If the mending spell is cast on a block, it regains 2d6 hit points. A block disappears after 1 hour or if it's hit points are reduced to 0. You can dismiss the blocks early as an action. On each of your turns, as a bonus action you can issue one of the following commands, as long as you are within 120 feet of the block(s):
A block is hurled at a creature that you can see within 60 feet of the block's current location. Make a ranged spell attack against the creature. On a hit, the creature takes 1d6 bludgeoning damage. Regardless of the result, choose to have the block either return to you, if you are within 60 feet of the target, or the block moves to an unoccupied space within 5 feet of the target.
A block tries to push a creature that you can see of a large or smaller size, if the block is within 60 feet of the targeted creature. The creature must make a Strength saving throw against your spell DC or be pushed up to 10 feet. If the creature fails the saving throw by 5 or more the creature is knocked prone. Regardless of the result, choose to have the block either return to you, if you are within 60 feet of the target, or the block moves to an unoccupied space within 5 feet of the target.
Move any number of blocks within range to an unoccupied space that you can see within 60 feet of the blocks location. As part of this action, you can cause any of your blocks to grow in size, no larger that 5 feet on each side. Before an enlarged block moves, it's sized is reduced to normal. If a creature other than you tries to move one of the enlarged blocks, it must use its action to make a DC 20 Strength check to move the block up to 10 feet on a success.
Wrecker's Impact
Starting at 5th level, you've learned a technique that allows you to wield weapons with destructive force. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d6 force damage to the target. The damage increases when you reach higher levels in this class, increasing to 2d6 at 9th level, and 3d6 at 15th level.
In addition, your weapon attacks and your Arcanum Blocks gain the Siege property (deals double damage to objects and structures).
Foundational Focus
At 9th level, building a strong foundation allows further room for improvement. You gain the following benefits;
You can't be move against your will, and have advantage on saving throws against being knocked prone, paralyzed and stunned.
If you are hit by an attack that you can see, you can use your reaction to have a block within 30 feet of you take the blunt of the impact. If the block is reduced to 0 hit points, you take any remaining points of damage.
Reinforced Materials
At 15th level, with better materials you can do more with what you have. You gain the following benefits;
You can cast Move Earth and Wall of Force without expending a spell slot, without preparing the spell, and without material components, provided you use either carpenter's tools or mason's tools as the spellcasting focus. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest.
Arcanum Blocks gain resistance against all damage and it deals an additional 1d6 force damage when hurled into another creature.
I've working on this artificer subclass recently, and got it to the point where I felt comfortable enough to ask for opinions and suggestions on how it's currently looking. To summarize this subclass, this artificer focuses on creating blocks that are able to be used in multiple ways, namely damage, pushing creatures, making covers, and potentially blocking paths.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with Carpenter's Tools or Mason's Tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Contractor Spells
Starting at 3rd level, you learn the Mold Earth cantrip, it counts as artificer cantrip for you and doesn’t count against the number of artificer cantrips you know. When you cast Mold Earth, you can affect an area up to a 10-foot square.
You also always have certain spells prepared after you reach particular levels in this class, as shown in the Contractor Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Contactor Spells
3rd
Catapult, Floating Disk
5th
Enlarge/Reduce, Shatter
9th
Tiny Hut, Erupting Earth
13th
Fabricate, Resilient Sphere
17th
Passwall, Wall of Stone
Contractor's Weaponry
When you reach 3rd level, you gain proficiency with the following weapons; Battleaxe, Greataxe, Maul, and Warhammer.
Arcanum Blocks
By 3rd level, you've learned how to create magical blocks that you can manipulate. Using carpenter's tools or mason's tools, you can take an action to magically create three blocks that no larger than 1 foot on each side. Each block floats around you for the duration or until given a command. You determine the material that the blocks are made of, such as stone, wood or another building material; your choice has no effect on its game statistics. When you reach higher levels in this class you can create additional blocks, increasing to 4 blocks at 5th level, 5 blocks at 9th level, and 6 blocks at 15th level.
Once you create the blocks, you can’t do so again until you finish a long rest or until you expend a spell slot. If you create additional blocks while blocks are still present, the previously created blocks disappear.
These blocks are magical objects. Regardless of size, the each block has an AC equal to 10 + your proficiency bonus and a number of hit points equal to triple you artificer level. The blocks are immune to poison damage, psychic damage, and all conditions. If forced to make an a saving throw, treat the block's ability scores as 10 (+0). If the mending spell is cast on a block, it regains 2d6 hit points. A block disappears after 1 hour or if it's hit points are reduced to 0. You can dismiss the blocks early as an action. On each of your turns, as a bonus action you can issue one of the following commands, as long as you are within 120 feet of the block(s):
Wrecker's Impact
Starting at 5th level, you've learned a technique that allows you to wield weapons with destructive force. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d6 force damage to the target. The damage increases when you reach higher levels in this class, increasing to 2d6 at 9th level, and 3d6 at 15th level.
In addition, your weapon attacks and your Arcanum Blocks gain the Siege property (deals double damage to objects and structures).
Foundational Focus
At 9th level, building a strong foundation allows further room for improvement. You gain the following benefits;
Reinforced Materials
At 15th level, with better materials you can do more with what you have. You gain the following benefits;
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
I made additional changes to the subclass, and found additional wordings that were needed. Still wanting some feedback on this subclass.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.