For the Contractor Artificer, my intention was to make a frontline artificer who can manipulate the battlefield with both their spells and the "Arcanum Blocks" feature. I hope you enjoy what you see, and let me know if you see anything that you have an opinion on the current balance, grammar, or even a random comment then let me know.
Artificer's are known creators, but this is usually tied to crazy contraptions and magical inventions. As a Contractor, you have a more grounded specialization, focusing on the building and demolition of structures. While not as flashy or flamboyant when compared to other artificer specialties, Contractors are a vital asset in both construction and warfare. Being highly valued for their ability to manipulate their surroundings.
Tools of the Trade
3rd-level Contractor feature
You gain proficiency with Battleaxes, Greataxes, Mauls, and Warhammers. You also gain proficiency with Carpenter's Tools or Mason's Tools. If you already have proficiency in both tools, you gain proficiency with one other type of artisan’s tools of your choice.
Contractor Spells
3rd-level Contractor feature
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.
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.
You can create magical blocks that you can manipulate. Using your carpenter's tools or mason's tools, as an action you create three Arcanum Blocks that are no larger than 1 foot on each side. Each block floats around you for the duration or until given a command. When you create the blocks, you determine what 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 Arcanum 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 to create more. If you create additional blocks while blocks are still present, the previously created blocks disappear.
The Arcanum 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 twice your artificer level. The blocks have resistance against Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine. The blocks are also are immune to poison damage, psychic damage, and all conditions. If the mending spell is cast on a block, it regains 2d6 hit points. Each block disappears after 1 hour or if its hit points are reduced to 0. You can dismiss the blocks early as an action.
As a bonus action, issue one of the following commands to a block within 60 feet of you;
Move. The block moves to an unoccupied space that you can see within 30 feet of the block's current location. The block maintains this position until it's issued another command.
Smash. The block is hurled at a target that you can see within 30 feet of the block's current location. Make a ranged spell against the target. On a hit, the target takes 1d6 + your proficiency bonus bludgeoning damage. Regardless of the result, the block moves to an unoccupied space within 5 feet of the target.
Push. The block tries to push a creature that you can see within 30 feet of the block's current location. The chosen creature must make a Strength saving throw against your spell save DC or be pushed up to 10 feet horizontally in a direction of your choice, which it can choose to fail. A Large or larger creature has advantage on this saving throw. Regardless of the result, the block moves to an unoccupied space within 5 feet of the target.
Carry. The block picks up and carries an object that you can see within 30 feet of the block's current position. This object cannot be worn or carried by another creature, and must weigh less than 15 times your artificer level. After which, it can use any remaining movement as part of this action. On subsequent turns, the block can use the Move command to transport the object, which can be dropped as a free action.
Build. The block moves to an unoccupied space that you can see within 30 feet of the block's current location. After which, the block changes its form into a simple shape or structure no larger than 5-feet on each side, such as a box, a wall, or pillar. Depending on the size and shape of the block, it might provide cover to creatures next to it. Once a blocks follows this command, it maintains this form until you issue an additional Build command to return to its normal form, or its duration ends. If a creature other than you tries to move the block, it must use its action to make a Strength check against your Spellcasting DC to move the block up to 10 feet on a success.
When an Arcanum Block is commanded to do an action, it can change its size and shape to accommodate the action. Such as taking the form of a maul following the Smash command or into a disk when following the Carry command. These changes have no effect on how the Arcanum Blocks function and is a purely cosmetic option.
Wrecker's Impact
5th-level Contractor feature
You can now wield your weapons with destructive force. Once on each of your turns, when you hit a target with a weapon attack that deals bludgeoning or slashing damage, you can deal additional force damage equal to 1d6 + half your artificer level.
In addition, the Arcanum Blocks and weapons that deal bludgeoning or slashing damage gain the Siege property (deals double damage to objects and structures). The Arcanum Block's attacks also count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Danger Preparedness
9th-level Contractor feature
When you are in imminent danger, you can call on your Arcanum Blocks to aid you. 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 return to your position and take the resulting damage instead. If the block is reduced to 0 hit points, it is destroyed and you take any remaining points of damage.
Master Builder
15th-level Contractor feature
Through on-hand experience and training, you've improved your control over the Arcanum Blocks. You gain the following benefits;
As an action, you can issue a command to up to three Arcanum Blocks, as long as each block is within 60 feet of you. Each command may be different, but you cannot issue a command to block more than once per turn.
You have the Arcane Hand spell always prepared. It counts as an artificer spell for you, and it doesn't count against the number of spells you can have prepared. When you cast it, the hand is made of the same or similar building materials as your Arcanum Blocks. You can also cast it once without a spell slot, provided you use either carpenter's tools, or mason's tools as the spellcasting focus, and you regain the ability to do so when you finish a long rest.
You need a feature that will increase the damage for the blocks. (See the other subclasses)
Clarify that the blocks can provide some cover when using the build option.
Have the blocks gain or already have magic damage to overcome resistance.
Have the level cap not require concentration for the spells.(see fathomless warlock) when using the feature but they can cast it normally afterwards with spell slots.
Possibly have the blocks have the ability to lift and/or carry 20 times artificer level. Flavor it so that the block sticks to the object.
You need a feature that will increase the damage for the blocks. (See the other subclasses)
Clarify that the blocks can provide some cover when using the build option.
Have the blocks gain or already have magic damage to overcome resistance.
Have the level cap not require concentration for the spells.(see fathomless warlock) when using the feature but they can cast it normally afterwards with spell slots.
Possibly have the blocks have the ability to lift and/or carry 20 times artificer level. Flavor it so that the block sticks to the object.
Okay lets take a look at each point...
Scaling damage. Yeah I was thinking of increasing the die size as it leveled rather than increasing the dice but one thing you also have to consider is the fact that the number of blocks that can be used at once increases as you level as well. Currently at 15th level, as an action they can make an attack with all 6 blocks with a potential of 6d6. As of right now, The way I'm currently see this is it can either have the damage increase as it levels or the damage. Which, the more I think about it the more I feel it should be the latter rather than the former.
Include Cover snippet. Easy enough, I can add a small snippet regarding this such as, "Depending on the shape and size created, the block can create cover."
Magical damage with blocks. Thought that was implied by the "The Arcanum blocks are magical objects." snippet... well I can add at 5th level.
15th level buff. Didn't think about that but yeah, that'd be a nice boost to the 15th level.
Blocks Carry things. Yeah I had that part of the "push" action, I can add that back in.
Let's make it a stronger version of The magic Stone cantrip.
Each block does 1d6 + intelligence modifier.
The cover is tied to the number of blocks used: partial cover is one block. Three quarters cover is two blocks. Full cover is three blocks.
For the level cap ability wording is needed. It should remain similar to the fathomless warlock.
Also to prevent abuse. Is probably best to add this condition to lift and carry. Either at a time limit or only one block can be attached per item. Or something so that effect. That way you can avoid a player from lifting a 2,400 lb object. Unless that's what you're going for.
Lastly, I know that it's implied, but say that the reaction does destroy the block if it is reduced to zero. Redundancy is better than confusion.
Sorry one more. Instead of "move Earth" (which is 6th level) how about "bigsby's hand"
I've made several updates to this subclass since the last time using various suggestions from multiple sources. I feel that this subclass is getting pretty close to finishing, but I'm currently unsure how the new actions read and unsure if there's snippets of wording that I'm missing or need to reword. Well, hope you guys enjoy what you see, and if you have anything to say, go ahead anything helps.
I've made several updates to this subclass since the last time using various suggestions from multiple sources. I feel that this subclass is getting pretty close to finishing, but I'm currently unsure how the new actions read and unsure if there's snippets of wording that I'm missing or need to reword. Well, hope you guys enjoy what you see, and if you have anything to say, go ahead anything helps.
In all honesty, it seems a lot weaker. 1d4+mod bonus damage until 15th level? (Unless I messed something) and the level cap. What happened to the extra spell?
Also by the wording, a block could move 55ft in one turn if it moved the max and made an attack.
Maybe the bonus damage goes up a dice at 5th, 9th, and 15th, and takes a full action to command 3? It would be 3(1d10+mod) which is not much for a spell caster at that level.
You could also bring back the 15th cap spell and use bigsby's hand, concentration free for the first cast.
Yeah, sorry meant to put 1d6 + prof bonus, what I had was from the last damage test, but ended liking how 1d6 + prof worked. I don't want the damage of the blocks to be higher than a d6 because of the amount of versatility that the blocks can provide. I'm also not sure how you got 55ft movement for blocks, but I clearly state 30ft movement on each command, potentially 40 if you do the Slam command and have the block move to the other side of the target.
Yeah, sorry meant to put 1d6 + prof bonus, what I had was from the last damage test, but ended liking how 1d6 + prof worked. I don't want the damage of the blocks to be higher than a d6 because of the amount of versatility that the blocks can provide. I'm also not sure how you got 55ft movement for blocks, but I clearly state 30ft movement on each command, potentially 40 if you do the Slam command and have the block move to the other side of the target.
Move. The block moves to an unoccupied space that you can see within 30 feet of the block's current location. The block maintains this position until it's issued another command.
Smash. The block is hurled at a target that you can see within 30 feet of the block's current location. Make a ranged spell against the target. On a hit, the target takes 1d4 + your spellcasting modifier bludgeoning damage. Regardless of the result, the block moves to an unoccupied space within 5 feet of the target.
Since the "smash" command does not say. Anything related to movement speed...
... Wait...
Yeah I'm stupid, that's two separate actions. Forget I mentioned that.
Different note: are you going to add any hard "cover" options to the building part? Like we had talked about before? Also I think (somewhere) you should add the option to control 2 blocks at a time.
Currently I don't plan to go into further detail about the cover snippet, "Depending on the size and shape of the block, it might provide cover to creatures next to it." The main reason I'm leaving as is, is because it mostly depends on what the player builds will with the blocks. Not everything they make will provide cover, nor will it constantly provide half or 3/4 cover. For comparison, the artillerist's provides the cover bonus without actually being cover with the flavor focusing on the energy shield granting this bonus.
If you ever make this into a dnd class format and can add editor notes, you can make it clear that the gm decides that it makes cover and by how much.
On Wrecker's Impact, how about switching it to "all bludgeoning damage" deals the extra force damage. It would limit the types of weapons but could also expand to a limited amount of range attacks as well.which might not be a bad idea considering that you only have medium armor and shields.
Yeah I can see that, though I would also include Slashing damage too since I also provide prof bonuses to axes (trying to keep the carpenter vibes too). Also, the more I've thought about it, I'm likely going to add the arcane hand to the 15 per your suggestion but removing the resistance to all damage on the blocks while increasing their health scaling from 2x to 3x artificer level.
I just saw something that is problematic. With the 9th ability, you basically have extra hp equal to 240 (40*6) at level 20. You can just cycle through your blocks to absorb damage.
So it would be even higher if you make x3 character level.
I love the idea, but it maybe to strong.
...
Also would the Wrecker's Impact damage be applied to the blocks, with the new wording.
Oh trust me, I'm hesitant about the base health scaling increase too. I'm likely going to be keep as is, but if I find during testing that it's needed then I will (but I doubt it will need it, especially since blocks get resistance against B/P/S to nonmagical, unless adamantine)
I currently have wrecker's impact trigger per weapon attacks with certain damage types, so that'd be a no but the blocks would keep their double damage to objects.
The idea I had with changing it to all blunt damage would allow spells like magic stone and catapult to deal extra damage. Along with slings. Thus making it a bit more combat friendly.
For the Contractor Artificer, my intention was to make a frontline artificer who can manipulate the battlefield with both their spells and the "Arcanum Blocks" feature. I hope you enjoy what you see, and let me know if you see anything that you have an opinion on the current balance, grammar, or even a random comment then let me know.
Artificer's are known creators, but this is usually tied to crazy contraptions and magical inventions. As a Contractor, you have a more grounded specialization, focusing on the building and demolition of structures. While not as flashy or flamboyant when compared to other artificer specialties, Contractors are a vital asset in both construction and warfare. Being highly valued for their ability to manipulate their surroundings.
Tools of the Trade
3rd-level Contractor feature
You gain proficiency with Battleaxes, Greataxes, Mauls, and Warhammers. You also gain proficiency with Carpenter's Tools or Mason's Tools. If you already have proficiency in both tools, you gain proficiency with one other type of artisan’s tools of your choice.
Contractor Spells
3rd-level Contractor feature
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.
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, Mold Earth
5th
Enlarge/Reduce, Shatter
9th
Tiny Hut, Erupting Earth
13th
Fabricate, Resilient Sphere
17th
Passwall, Wall of Stone
Arcanum Blocks
3rd-level Contractor feature
You can create magical blocks that you can manipulate. Using your carpenter's tools or mason's tools, as an action you create three Arcanum Blocks that are no larger than 1 foot on each side. Each block floats around you for the duration or until given a command. When you create the blocks, you determine what 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 Arcanum 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 to create more. If you create additional blocks while blocks are still present, the previously created blocks disappear.
The Arcanum 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 twice your artificer level. The blocks have resistance against Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine. The blocks are also are immune to poison damage, psychic damage, and all conditions. If the mending spell is cast on a block, it regains 2d6 hit points. Each block disappears after 1 hour or if its hit points are reduced to 0. You can dismiss the blocks early as an action.
As a bonus action, issue one of the following commands to a block within 60 feet of you;
When an Arcanum Block is commanded to do an action, it can change its size and shape to accommodate the action. Such as taking the form of a maul following the Smash command or into a disk when following the Carry command. These changes have no effect on how the Arcanum Blocks function and is a purely cosmetic option.
Wrecker's Impact
5th-level Contractor feature
You can now wield your weapons with destructive force. Once on each of your turns, when you hit a target with a weapon attack that deals bludgeoning or slashing damage, you can deal additional force damage equal to 1d6 + half your artificer level.
In addition, the Arcanum Blocks and weapons that deal bludgeoning or slashing damage gain the Siege property (deals double damage to objects and structures). The Arcanum Block's attacks also count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Danger Preparedness
9th-level Contractor feature
When you are in imminent danger, you can call on your Arcanum Blocks to aid you. 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 return to your position and take the resulting damage instead. If the block is reduced to 0 hit points, it is destroyed and you take any remaining points of damage.
Master Builder
15th-level Contractor feature
Through on-hand experience and training, you've improved your control over the Arcanum Blocks. You gain the following benefits;
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I made a bunch of changes for this subclass, and I'm still looking for more feedback.
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Okay, a few things I can think of:
You need a feature that will increase the damage for the blocks. (See the other subclasses)
Clarify that the blocks can provide some cover when using the build option.
Have the blocks gain or already have magic damage to overcome resistance.
Have the level cap not require concentration for the spells.(see fathomless warlock) when using the feature but they can cast it normally afterwards with spell slots.
Possibly have the blocks have the ability to lift and/or carry 20 times artificer level. Flavor it so that the block sticks to the object.
Okay lets take a look at each point...
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Idea for the damage increase.
Let's make it a stronger version of The magic Stone cantrip.
Each block does 1d6 + intelligence modifier.
The cover is tied to the number of blocks used: partial cover is one block. Three quarters cover is two blocks. Full cover is three blocks.
For the level cap ability wording is needed. It should remain similar to the fathomless warlock.
Also to prevent abuse. Is probably best to add this condition to lift and carry. Either at a time limit or only one block can be attached per item. Or something so that effect. That way you can avoid a player from lifting a 2,400 lb object. Unless that's what you're going for.
Lastly, I know that it's implied, but say that the reaction does destroy the block if it is reduced to zero. Redundancy is better than confusion.
Sorry one more. Instead of "move Earth" (which is 6th level) how about "bigsby's hand"
I've made several updates to this subclass since the last time using various suggestions from multiple sources. I feel that this subclass is getting pretty close to finishing, but I'm currently unsure how the new actions read and unsure if there's snippets of wording that I'm missing or need to reword. Well, hope you guys enjoy what you see, and if you have anything to say, go ahead anything helps.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
In all honesty, it seems a lot weaker. 1d4+mod bonus damage until 15th level? (Unless I messed something) and the level cap. What happened to the extra spell?
Also by the wording, a block could move 55ft in one turn if it moved the max and made an attack.
Maybe the bonus damage goes up a dice at 5th, 9th, and 15th, and takes a full action to command 3? It would be 3(1d10+mod) which is not much for a spell caster at that level.
You could also bring back the 15th cap spell and use bigsby's hand, concentration free for the first cast.
Yeah, sorry meant to put 1d6 + prof bonus, what I had was from the last damage test, but ended liking how 1d6 + prof worked. I don't want the damage of the blocks to be higher than a d6 because of the amount of versatility that the blocks can provide. I'm also not sure how you got 55ft movement for blocks, but I clearly state 30ft movement on each command, potentially 40 if you do the Slam command and have the block move to the other side of the target.
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Move. The block moves to an unoccupied space that you can see within 30 feet of the block's current location. The block maintains this position until it's issued another command.
Smash. The block is hurled at a target that you can see within 30 feet of the block's current location. Make a ranged spell against the target. On a hit, the target takes 1d4 + your spellcasting modifier bludgeoning damage. Regardless of the result, the block moves to an unoccupied space within 5 feet of the target.
Since the "smash" command does not say. Anything related to movement speed...
... Wait...
Yeah I'm stupid, that's two separate actions. Forget I mentioned that.
Different note: are you going to add any hard "cover" options to the building part? Like we had talked about before? Also I think (somewhere) you should add the option to control 2 blocks at a time.
Currently I don't plan to go into further detail about the cover snippet, "Depending on the size and shape of the block, it might provide cover to creatures next to it." The main reason I'm leaving as is, is because it mostly depends on what the player builds will with the blocks. Not everything they make will provide cover, nor will it constantly provide half or 3/4 cover. For comparison, the artillerist's provides the cover bonus without actually being cover with the flavor focusing on the energy shield granting this bonus.
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To see my more recent homebrew creations, please check out my content on Hombrewery.
If you ever make this into a dnd class format and can add editor notes, you can make it clear that the gm decides that it makes cover and by how much.
On Wrecker's Impact, how about switching it to "all bludgeoning damage" deals the extra force damage. It would limit the types of weapons but could also expand to a limited amount of range attacks as well.which might not be a bad idea considering that you only have medium armor and shields.
Yeah I can see that, though I would also include Slashing damage too since I also provide prof bonuses to axes (trying to keep the carpenter vibes too). Also, the more I've thought about it, I'm likely going to add the arcane hand to the 15 per your suggestion but removing the resistance to all damage on the blocks while increasing their health scaling from 2x to 3x artificer level.
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To see my more recent homebrew creations, please check out my content on Hombrewery.
I just saw something that is problematic. With the 9th ability, you basically have extra hp equal to 240 (40*6) at level 20. You can just cycle through your blocks to absorb damage.
So it would be even higher if you make x3 character level.
I love the idea, but it maybe to strong.
...
Also would the Wrecker's Impact damage be applied to the blocks, with the new wording.
Oh trust me, I'm hesitant about the base health scaling increase too. I'm likely going to be keep as is, but if I find during testing that it's needed then I will (but I doubt it will need it, especially since blocks get resistance against B/P/S to nonmagical, unless adamantine)
I currently have wrecker's impact trigger per weapon attacks with certain damage types, so that'd be a no but the blocks would keep their double damage to objects.
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To see my more recent homebrew creations, please check out my content on Hombrewery.
The idea I had with changing it to all blunt damage would allow spells like magic stone and catapult to deal extra damage. Along with slings. Thus making it a bit more combat friendly.
I understand that, but I never intended that feature to work for spells.
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To see my more recent homebrew creations, please check out my content on Hombrewery.