Base Class: Artificer
With any innovation, there will always be those one step ahead of the others, trying new, and more advanced designs before anyone else. They are and always will be the first innovators of any idea, no matter how dangerous at first. For Artificers, these people are known as Extreme Experimentor, those that push the limits of innovation to their max, and occasionally blowing everything up in the process.
Note: This is still in early development, and is not yet complete. Comments with suggestions are very much welcome!
Also note: A couple of the spells are placeholders for actual spells that I have chosen. This is because I can't use them normally since I get my content through content sharing, and you can't use un-published homebrew
Experimental Innovation
You have learned to experiment with your inventions leading to… varying results. Chose an infusion you have. Whenever you use an ability of the infusion (not the item itself, or any passive ability, like avoiding an attack with a deflector shield’s AC bonus, but pushing the attacker back does), roll a D8 and reference the following “Experimental Results” Table
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1-2 |
The ability’s effects are doubled |
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3-4 |
The ability’s effects don’t happen this time you use it, and any charges that would be expended to cause only this ability to happen are not used. |
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5-6 |
The ability’s effects occur as normal |
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7 |
The infused item loses all effects of the infusion until the start of your next turn |
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8 |
The infusion explodes off the item! Everything within 30 feet of the item (including you) must make a dex saving throw |
You can have another experimental infusion active at all times starting at Level 10
Tool Profiiency
When you adopt this specialization at the 3rd level, you gain proficiency with Smiths Tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Experimenter's Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Experimenter Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
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Level 1 |
Chaos Bolt |
Hideous Laughter |
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Level 2 |
Dragon’s Breath |
Snowball Swarm |
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Level 3 |
Stinking Cloud |
Thunder Step |
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Level 4 |
Confusion |
Vitriolic Sphere |
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Level 5 |
Destructive Wave |
Immolation |
Experimental Item
You have learned to augment your experimental infusions to have special effects, however they do become a bit more unstable. Whenever you use the experimental ability of an item, roll a D10 instead of a D8. The following Results are added to the table:
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9 |
The ability’s effects don’t happen this time you use it, and any charges that would be expended to cause only this ability to happen are not used. |
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10 |
Flip a coin. On heads, The ability’s effects don’t happen this time you use it. On tails, The infusion explodes off the item! Everything within 30 feet of the item (including you) must make a dex saving throw |
Chaotic Infusion
Once per long rest, when you roll on the experimental result table, you may also roll on the Wild Magic Sorcerer’s Wild Magic Surge Table
Explosive Infusion
Before you roll on the experimental results table, you may choose the result to be the infusion exploding
Overloaded Infusion
Whenever you roll a result on the experimental result table, you may choose to reroll the die once. You must take the second result if you choose to do so, and you take 1D8 of damage
Advanced Creations
You have managed to create some advanced, if unstable, creations. Pick one special Infusion from the following list. You can create this infusion when you finish a long rest, and it counts as one of your infusions, including counting against your maximum infused items.
Grenade Launcher
[Still in work]
Mechanical Suit
[Still in work]
Experimental Tinkering
Your experiments in Artifice have lead to some amazing discoveries. You can now use your replicate Magic Item Infusion to replicate any uncommon non-consumable magical item from basic rules.
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Posted Aug 3, 2020This definitely has potential, it's like a Wild Magic Artificer. I would change a few things though. I think the table rolls should be reversed (low numbers usually produce more unwanted results). Also, the level Experimental Item feature seems much more like a drawback, only adding in detrimental effects and I'm not sure when it comes into play, it kinda looks like you always roll a d10 as there's no level requirement listed for the feature. Additional beneficial properties or maybe allowing a reroll instead would fit better in my opinion.
I hope you keep creating!