Artificer
Base Class: Artificer

A Cobbler’s importance may be overlooked by the general populace, but any true soldier knows in the midst of war, a good pair of boots is as crucial to survival as their sword or shield. These humble artisans create functional footwear capable of kicking some serious butt. As true masters of mobility, Cobblers give their allies the tactical advantage of unmatched maneuverability.

An artificer subclass that grants you a set of boots to be able to go both into combat with and move greatly. This boosting allies with their movement as well.

Original subclass is made by u/yomjeski on reddit with a couple of changes.

Tool Proficiency

3rd-Level Cobbler Feature
You gain proficiency with cobbler’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Cobbler Spells

3rd-Level Cobbler Feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Cobbler Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Cobbler Specialist Spells

Artificer

LEVEL

SPELLS

3rd

Gift of Alacrity, Zephyr Strike

5th

Misty Step, Pass Without Trace

9th

Slow, Thunder Step

13th

Dimension Door, Greater Invisibility

17th

Far Step, Steel Wind Strike

 

Fancy Feet

You have learned how to manipulate the weave to share the gift of increased mobility.

Whenever you cast jump or longstrider as an artificer spell using your cobbler's tools as the spellcasting focus targeting only yourself, that spell is modified in the following ways:

  • Its duration becomes a number of hours equal to your proficiency bonus.
  • You can choose a number of willing creatures up to your proficiency bonus within 30 feet to become targets of the spell in addition to yourself.

At higher levels, more Artificer spells can benefit from this feature: levitate and spider climb at 5th level; fly and water walk at 9th level; and freedom of movement at 13th level.

Bolstered Boots

3rd-Level Cobbler Feature
In developing your craft, you have discovered the secrets of remarkable mobility. As an action, you can turn a pair of boots you are wearing into Bolstered Boots, provided you have cobbler's tools in hand.

You gain the following benefits while wearing bolstered boots:

  •  Your speed increases by 10 feet.
  • When you make a running jump, the distance you cover increases by a number of feet equal to your Intelligence modifier.
  • Moving through nonmagical difficult terrain costs you no extra movement.

The boots continue to be bolstered boots until you remove them or you die.

Feet of Fury

3rd-Level Cobbler Feature
Your bolstered boots enable you to deliver devastating kicks. Your bolstered boots count as a simple melee weapon when worn on the feet, allowing your kicks to deal 1d6 force damage on a hit. When you attack with your bolstered boots, you can add your Intelligence modifier instead of Strength to the attack and damage rolls.

If a spell requires a weapon as a material component, such as with booming blade or steel wind strike, your bolstered boots can count as that spell’s material component.

If you make a kick attack as part of your action on your turn, you can use your bonus action to make one kick attack.

Extra Attack

5th-Level Cobbler Feature
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Better Bolstered Boots

9th-Level Cobbler Feature
Extensive field-testing and groundbreaking research have resulted in even better boots.

You receive the following additional benefits while wearing your bolstered boots:

  • Your Bolstered Boots speed bonus increases to 20 feet.
  • Your kick attacks granted by Feet of Fury now deal 1d8 damage.
  • Any creature that makes an opportunity attack against you has disadvantage on the attack roll.
  • When prone, you can stand up by spending 5 feet of movement.

Gotta Go Fast

15th-level Cobbler feature
You move so fast, you become a blur in battle. As a bonus action, you can click the heels of your bolstered boots together to cast the haste spell targeting yourself requiring no spell slots, components, or concentration.

You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Additionally, your kick attacks granted by Feet of Fury now deal 1d10 damage.

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