Base Class: Artificer
An artificer on the edge of society you have dedicated your life to total world domination through your superior intellect.
Complicated childhood
At this level, you may choose an additional backgrounds, and gain all bonuses and proficiencies associated with it.
you may take another additional background at level 5, 9 and 15
-inator
at 5th level, Once per long rest, you may create a device capable of recreating the effects of a spell from any class spell list of a spell level equal to half you artificer level, rounded up.
cantrips count as spell level 0
the device costs ten gold pieces to make, plus 100 gold pieces for every spell level above 0
the device weighs an amount of pounds equal to ten times the square of the spell level i.e. a 5th level spell-Inator would weigh 5x5x10 pounds or 250 pounds.
you can only have one -inator active at any one time.
when activating the device, roll a D20, the effect from the Mechanical Mishap Table
1-the device explodes dealing 1d10 + 1d10 for each spell level above 0
2- roll on the “wild magic” table
3- the machine breaks and will require 1 action to fix
4-the machine does nothing.
5- the machine works, too well. It won’t stop! To deactivate the machine you must spend an action to use your tinkers tools to fix it (dc 10 + spell level)
6- the machine activates, but nothing happens. At the start of your next turn, roll a d6, on a 5 or a 6, the machine activates, if not the machine does nothing. Repoeat this roll on subsequent turns until the machine activates.
7- the machine reminds you of a tragic incident from your childhood. While the machine is activated you are considered stunned. This effect ends if you take damage
8- as soon as you break line of sight with the machine, out of nowhere the machine mysteriously disappears!
9- the machine targets the inverse of its normal target. I.e a spell targeted on yourself targets everyone else within 60 feet, or a spell targeted at an area of terrain may fill the sky instead. at the dm’s discretion
10-19 - the machine works normally
20- the machine works better than intended! The spell effects are enhanced at the DM’s discretion
Norm
At 9th level, You can spend 1,000 good pieces to create a great and terrible steel golem, and then accidentally make it self aware. The golem understands any languages you speak, and has the following stats
large construct, ac 18, hp 2d10 x your artificer level
STR 20 DEX 4 CON 16 INT 8 WIS 6 CHA 12
The construct has its own alignment and agenda, when creating the golem, get the DM to roll a D20 to discern its alignment. The DM is not to tell you the outcome.
1- the golem’s alignment is directly opposite to yours
2-3 - chaotic evil
4-5 - neutral evil
6-7 - lawful evil
8-9 - lawful neutral
10-11 - true neutral
12-13 - chaotic neutral
14-15 - chaotic good
16-17 - neutral good
18=19 - lawful good
20 - the golem’s alignment aligns with yours.
you can command it as a bonus action. But the golem cannot make attacks.
when asking the construct to perform a task against its interests, as a bonus action you may make a persuasion, intimidation or deception check to ask the construct to perform a task. The DC of which increases depending on how far from the constructs alignment the task is.
During a long or short test you may expend spell slots to heal the construct by 1d10 per spell level.
if the creature is dropped to 0hp, you cannot create a new construct, however it can be repaired at an additional cost of 1,000 gp over the course of a long rest.
the constructs head always survives, and if seperated from you will track you down despite all odds or preventative measures You may take.
"I've been expecting you..."
By 15th level, word of your deeds has reached those who would wish to stop you, you are always looking over your shoulder, and are always prepared for an attack.
you can no longer be surprised,
in addition as a bonus action, you can lay a “trap.” you can cast an artificer spell to be triggered when certain conditions are met, such as when an enemy steps across a certain threshold, when an ally drops below a certain amount of health, when you are struck by an attack, etc.
you can also use your reaction to manually activate the trap.
you can have up to your INT modifier traps active at once, but cannot have multiple traps of the same effect or trigger.
Previous Versions
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5/16/2020 7:13:57 AM
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Finnaly a good subclass. 5 stars!
Phenomenal
Doofenschmertz Evil Incorporateeeeeeed!
to the person who made this, i dont know you, but i love you
you have significantly improved the quality of my life good sir
Needs rules for a fedora-wearing uplifted animal Nemisis
why
I'm in love. Basically Wild Magic but Artificer flavor.
I cannot see why dnd beyond didn't rate this at the highest score
love this subclass
behold
This is amazing.
Bless you sir
This is legendary
Good News!
New version named Mad Scientist (Doofenschmirtz) now available, and as far as I can tell it actually functions!
This is the best Homebrew subclass i have seen
bro please try to make this like usable cuz its the best concept I've seen yet LMAO
This is the best thing ever i love it!
Y e s.