Artificer
Base Class: Artificer

A Unique Artificer Subclass that centers around Minion Focused Combat.

This Class Creates Minions of Many Variety's that can Support and Deal damage in Combat.

(3rd level) Artificial Minions

You Gain The Ability to Create Minions that Can help you in the Battlefield. using The Mending spell on a Minion Heals it 1d8+your Intelligence Modifier health.

You have Minion Points Equal to You Wisdom Modifier

You Can use these Point to Actively Control your minions, Issuing an order requires a Bonus action. Creating a Minion Requires a Spell level Equal to the minion points it costs. Creating a Minion that would go above your max minion Points instantly destroys the minion and takes the Spell.

Minions:
Artificial Warrior MP:1
Health: Your Artificer Level + Your Wisdom Modifyer
AC: 8+Proficiency+Wisdom Modifier
Attacks:
Sword: 1d20+Proficiency+Wisdom Modifier To hit
1d6+Wisdom Modifier Damage

Artificial Ward MP:1
Health: Half your Artificer Level Rounded Up + Your Wisdom Modifier
AC: 8+Proficiency+Wisdom Modifier
Ability: Grants All Creatures of Your Choice Within' 10 ft. of it your Wisdom Modifier Temp HP at the start of your turn. But the ward can not move

Defender MP:1
Health: Your Artificer Level + your Wisdom Modifier
AC: 10+Proficiency+Wisdom Modifier
Ability: You can use your reaction to have a Defender Tank an attack aimed at a creature within' 5ft of it.

Mage MP:2
Health: Your Artificer Level + Your Wisdom Modifier
AC: 6+Proficiency+Wisdom Modifier
Attack: Can Cast One of your Cantrips

Berserker MP:2
Health: Double your Artificer Level + Double Your Wisdom Modifier
AC: 8+Proficiency+Wisdom Modifier
Attack:
Great axe Attack:
1d20+Proficiency+Wisdom Modifier To hit
1d12+Proficiency+Wisdom Modifier Damage
Ability: Berserk
When Dieing the Berserker can make 1 attack against a creature within' 5ft of it at advantage

Arcane Juggernaut MP:3
Health: Double your Artificer Level + Double Your Wisdom Modifier
AC: 12+Proficiency+Wisdom Modifier
Attack:
Punch:
1d20+Proficiency+Wisdom Modifier To hit
1d10+Proficiency+Wisdom Modifier Damage
Ability:
Unstoppable: This Creature Can not be Grappled, Restrained, Stunned, Or Blinded.

Artificial Crossbow Master MP:3
Health: Your Artificer Level + Your Wisdom Modifier
AC: 8+ProficiencWisdom Modifier
Attack: (Can make 2 Attacks)
Arcane Bolt:  (120 Range)
1d20+Proficiency+Wisdom Modifier To Hit
1d8+Proficiency+Wisdom Modifier Damage
Ability:
Bolt Flurry:
Make an arcane bolt attack. Choose a 5ft radius circle. all creatures in that circle are hit by the attack.

Artificial Colossus MP:4 (Large Creature)
Health: 4 times your Artificer Level + 4 times your Wisdom Modifier
AC: 12+Proficiency+Wisdom Modifier
Attack:
Slam:
1d20+Proficiency+Wisdom Modifier To hit
3d10+Proficiency+Wisdom Modifier Damage
Ability:
Slam Attacks make creatures hit become off balanced. Attacks against them have +4 to hit until the end of your next turn.






(5th Level) Commander's Specialty

You May Choose from the 3 Commander Specialty's

Elemental: You can Choose your Minions Damage type upon Summoning them from Fire, Cold, Necrotic, Lightning, or Acid.
Horde: You MP max increases by you Wisdom Modifier
Undying Army: If an attack would Reduce a minion to 0 hp. instead they remain at 1hp. You can do this as many times as your proficiency bonus and regain all expended uses on a long rest.

(9th Level) Commander Expertise

This is a bonus effect based on your Commander Specialty Choice

Elemental: You Can Change the Elemental Damage at the Start of your turn Instead of When Creating the Minion

Horde: You Can Create 2 Constructs in the Same turn instead of 1.

Undying Army: Your Constructs Gain temp HP Equal to your Wisdom Modifier Bonus at the start of your turn.

(15th level) Commander Mastery

You gain an Ability based on your Commander Specialty Choice. 

Elemental: Elemental Minions Deal Bonus Damage equal to your Intelligence Modifier on their attacks and Spells

Horde: When 2 or More minions are within 5ft of a target. your minions gain advantage on attacks against the target

Undying Army: Your Minions Heal for 1d4+you wisdom Modifier at the start of your turn. 

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