Base Class: Artificer
// Homebrew Vigilant Path for Artificers v4.2 by SerRule1 30/01/23 //
This subclass was created for and inspired by one of my players in my homebrew game. The goal was at first to attain a Boba Fett/Batman style flavor... he also wanted lots of guns but that's irrelevant. Instead of Boba Fett, I soon evolved the class to be more of a 'kamen rider', 'ultraman' type of flavor and it kind of evolved from there. Much like Sailor Moon, I imagined an artificer forming the armor around themselves through a series of poses and actions. I imagined them being able to switch to a variety of combat modes on the fly when they need it to take down the bad guy. And finally of course, I imagined some type of small vehicle like a motorbike that they could call upon when needed, much like when a knight calls it's steed.
The first variations were based on potions and inserting potions into a 'canister pack' which would unlock all sorts of abilities. Over time though, I realized that this was... expensive and kind of broken. So I started restructuring it, playing the class over in my mind until several variations later, I came up with this.
This homebrew class also comes with 2 homebrew spells, the Vitez Beam and Vitez's Conjured Cannon. These spells were inspired by Iron Man's attacks in the game, 'Marvel vs. Capcom' while still paying homage to the old 'super sentai' type shows.
If you use this homebrew for your own game, I'm curious to hear about your thoughts and opinions. I'm also going to be re-visiting and perhaps revising based on my and other's experiences with the class.
Thanks for reading!
Update:
- Fixed vehicle. The first line it reads should be large vehicle, not medium. You are now also proficient in driving your own vehicle.
- Deleted Bob/Susan joke mode. Not necessary and also, you might have a humorless DM! I don't know.
//
Versatile crusaders of science and magic. Combining all that they know, an artificer on the vigilant path utilizes their science to create armor for themselves not to protect themselves, but to protect others around them or their own ideals of justice and power. Unlike like an armorer, a vigilant believes in having more maneuverability and flexibility on the battlefield; keeping an array of options open to themselves to best fit the scenario.
Vigilant artificers are known for their extradimensional gear. Armor that they can summon fourth from a pocket dimension which wraps around their body in an instant. To summon this armor, they might insert a strange key into a lock they wear on their belt; slot an arcane card into a mechanical bracer or insert an artificial soul coin into a clockwork locket. The magic used by a vigilant is deeply tied to their armor as well, allowing them to extend such effects far longer than most spellcasters.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Vigilant Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Vigilant Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
|
Vigilant Spells |
|
|
Artificer Level |
Artificer Spells |
|
3rd |
Shield of Faith, Zephyr Strike |
|
5th |
Vitez Beam, Enhance Ability |
|
9th |
Fly, Haste |
|
13th |
Vitez's Conjured Cannon, Greater Invisibility |
|
17th |
Dispel Evil and Good, Far Step |
Extradimensional Gear
Also at 3rd level, you gain extradimensional gear that is the armor that was crafted by you that gives you a versatile array of options when used in our outside of combat. It behaves the same as if you were wearing a mithril half plate but takes the appearance of whatever you wish as long it fits to your size category and creature type.
Optionally, the armour may also include the following pieces when you summon it: a face concealing helmet or mask; a scarf; a cape; gloves or bracers; pauldrons; shin and thigh guards; belt.
You gain the following benefits:
- You may summon or banish your armor to an extradimensional space that is known only to you as an action. To use this ability you must be wearing a single piece of the armor on your body such as a ring; a belt; a bracer; a glove; bracelet or other accoutrement.
- When summoned, the armor apparats around your body instantaneously which ignores the don/doff time of the armor and is now worn by you.
- When banished, the armor returns to your extradimensional space instantaneously leaving behind only the clothes you had on underneath before the summoning as well as the one piece of armor you use to access your armor.
- You can transform a piece of existing magical armor into extradimensional gear by performing a 1 hour ritual on it and stowing it away in your pocket dimension which can be done during a short rest. This replaces and destroys your previous armor and keeps the properties it has without taking on the properties of the previous armor. When summoned again, the new armor takes on a new look of your choosing with a face concealing mask if wanted.
- If you lose your piece of armor that allows you access your extradimensional pocket, you must painstakingly remake that lost piece at the cost of 10000 GP and the use of smith's tools or a blacksmith's workshop.
Canister Pack
At 5th level, you now have access to your canister pack. Created with your tinkerer's tools, the canister pack is a powerful device built to work with your armor to help you unlock it's mighty features against your enemies. You also have a slot in your armor that can have canisters inserted into it.
You can use your canister pack by pulling out a canister as a bonus action and plugging it into your armor's slot.
The number of canisters your canister pack can contain is equal to your proficiency bonus.
Each canister can store one spell from your vigilant spell list and two modes (see the mode list below). You can not choose the same mode twice for the same canister. The canister must be full to be used by your armor and a partially full canister will be rejected.
Storing a vigilant spell into a canister uses that spell slot. When the canister is used, you gain the effects of that spell for a number of minutes equal to your artificer level and no concentration check is needed to maintain the effects if required.
Modes are powerful benefits given to you from your canister when used and they last a number of minutes equal to your artificer level. Each canister can carry different spells and modes for various scenarios. To benefit from the modes, the artificer must spend 1 hour, (can be done during a short rest) with their tinkerer's tools carefully inputting these modes into their canisters using both science and magic.
The list of modes available are as follows:
- Mind. As a bonus action, you can choose one target you can see clearly and know their creature type and challenge rating. (further information can be given up to the DM's discretion).
- Justice. You can attack twice, instead of once, whenever you take the attack action on your turn.
- Turbo. You increase your walking speed by 10 feet. Also, at the start of each of your turns, choose one creature within melee range. That creature can't make opportunity attacks against you until the start of your next turn.
- Aqua. You gain a swim speed equal to your walking speed and may breathe underwater. This mode also counts as two modes.
- Sight. You gain darkvision up to a distance of 60 ft. and also see through magical darkness.
- Super. You gain resistance to bludgeoning, piercing and slashing damage. This mode counts as two modes.
- Toxic. You are immune to poison and the poisoned condition.
- Blade. You create a magical sword in your hand that you are proficient in using. You must also choose one of the following damage types: slashing, lightning, cold or fire. The sword will now deal the chosen damage for it's duration and the entirety of the sword will disappear when the canister's effect ends. It uses your spell attack to hit a target and deals 1d8 damage, (of the damage type chosen earlier) plus your intelligence modifier. This mode counts as two modes.
- Shock. Once per turn, when a creature deals melee damage to you, that creature takes 1d6 lightning damage.
- Mega. You have advantage against being grappled or restrained. You also have advantage on grappling creatures that are size Large or smaller.
- Ultra. You grow one size category larger and everything you are carrying or wearing grows with you. You have advantage on strength checks and strength saving throws and all your attacks deal an extra 1d4 damage. This mode counts as two modes.
- Burning. You gain 20 temporary hit points. Unless you are unconscious or dead, you regain 1 hit point at the start of each of your turns.
- Dark. You have advantage on making stealth checks in darkness or in dim light.
- Holy. Your armour shines a bright light in a colour of your choosing within 30 feet and dim light to an additional 30 feet. Undead creatures with a challenge rating equal to or less than your artificer level have disadvantage on attack rolls against you.
Once used, the canister is ejected from your armour's slot and can be picked up by any creature and stored back inside your canister pack. The canister is also now empty of previously stored spells and modes.
You may also eject a canister from your armor as a free action which ends the effects of the canister instantaneously. Once ejected prematurely, the canister is now considered empty.
If you lose a canister or one of them is destroyed, it costs 5000 GP and the use of your tinkerer's tools to replace one.
At 10th level, the canister can hold one additional mode. At 15th level, the canister can hold one additional spell from your vigilant spell list. At 20th level, the canister can hold one additional mode.
Vigilant Vehicle
At 9th level, you can now summon a large vehicle as an action. When summoned, the vehicle exits it's own dimension door and will appear within 10 feet of you in an unoccupied space of your choosing. This vehicle can take whatever form you wish but commonly has the form of a motorized bike; floating disc or chariot. You are considered proficient when trying to drive this vehicle.
If the vehicle is more than 100 feet away from you for more than 15 minutes, it disappears but can be summoned again. You may also dismiss the vehicle as an action and it will return to your pocket dimension through it's own dimension door.
After the vehicle is summoned, it can not take any actions or move on it's own. When it's carrying a medium or smaller creature, that creature may use the vehicle's movement and actions as their own movements and actions. The creature must also have at least one hand free to control the vehicle.
|
|
Vigilant Final Form
At 15th level, you've unlocked the full potential of your armor for ultimate justice.
At the dawn of each day, choose 2 of the following 6th level spells: Investiture of Flame, Ice, Stone or Wind, (choose one); Fizban's Platinum Shield; True Seeing; Tenser's Transformation.
These spells are now added to your vigilant spells list and once per day each, they can be cast into your choice of canisters even if you do not have the spell slots for them. If the spells are left unused, they are replaced next dawn by a different set of spells of your choice listed above.
Additionally, you also gain the following benefit:
- At the start of each day, choose either shield of faith or zephyr strike. When wearing your extradimensional gear, you gain the effects of the chosen spell for 8 hours without any concentration requirements. This effect does not stack with a shield or faith or zephyr strike stored within your canister.
Comments