Artificer
Base Class: Artificer

This subclass was created with the goal of a thrown weapons focused hybrid character in mind. It is supposed to depict both the brewery and brawling aspects of a typical tavern owner, while trying to keep enough freedom to experiment with different ideas - as always, feedback is appreciated!  

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with brewer’s supplies. If you already have this proficiency, you gain proficiency in another type of artisan’s tools of your choice.

Brewmaster Spells

Also at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown on the Brewmaster Spells table. These spells count as artificer spells to you, but they don’t count against the number of artificer spells you prepare.

Brewmaster Spells Spells
1st catapultsleep
3rd protection from poisonaid
5th feign deathmotivational speech
7th confusionvitriolic sphere
9th skill empowerment, modify memory

Fighting Style

At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

  • Defense: While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Thrown Weapon Fighting: You can draw a weapon that has the Thrown property as part of the attack you make with the weapon.
    • In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 damage bonus to the roll.
  • Unarmed Fighting: Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
    • At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Specialty Brew

Beginning at 3rd level, when you finish a long rest, you can create a number of magical alcoholic specialty brews equal to your proficiency bonus, as long as you have brewer’s supplies on you. Each brew requires its own bottle or other similar flask. Each brew retains its magical quality for 24 hours before it spoils and becomes unusable. For each brew you create, choose one of the following effects when you first create it:

  • Gutpuncher: You or another creature in possession of a brew can drink it or administer it to another willing creature within its reach as a bonus action. The recipient falls into a drunken frenzy, as the alcohol distributes in their veins. Immediately upon drinking, the recipient increases their hit point maximum and current hit points by an amount equal to twice your proficiency bonus. In addition, the recipient has advantage on all their weapon attack rolls and unarmed strikes, but all attack rolls against them are also made with advantage. Finally, the first time on each turn that the recipient deals damage to creature with a weapon attack or unarmed strike that requires Strength or Intelligence, roll 1d4 and add the result of the roll to the damage dealt by the attack. These benefits last for 1 minute, until the recipient drinks another brew, or until the recipient reaches 0 hit points, falls unconscious or dies.
  • Headknocker: When you take the attack action on your turn, you can use one of your weapon attacks to throw this filled flask or attempt to hit a creature within your reach with it. You draw the flask as part of this attack. For you, the flask is a simple weapon with the Thrown (20/60) You can choose whether to use Strength or Intelligence for the attack and damage rolls of the flask. On a hit, the flask deals 3d4 bludgeoning damage, and the target must succeed on a Constitution saving throw against your spell save DC or become poisoned for 1 minute, as alcoholic vapors fill its nostrils and sink into its pours. The brew is expended when you attack with it, regardless of whether you hit or miss with the attack.

You can also use this flask as ammunition for the Catapult spell. When you do so, the creature takes the flasks damage in addition to the damage normal for the spell when the target of the spell fails its saving throw against it (no attack roll required), but you do not add any modifiers to the damage roll of the flask. All other effects of the brew apply as normal.

If you have no specialty brews remaining, as an action you can expend a spell slot of 1 level or higher and use your brewer’s supplies to create a number of specialty brews equal to the level of the expended spell slot (You can draw your brewer’s supplies as part of this action). You can only ever create a number of specialty brews up to your proficiency bonus this way, even if the expended spell slot is of a higher level.

Extra Attack

Beginning at 5th level you can attack twice, instead of once, when you take the attack action on your turn.

Liquid Courage

At 9th level, you managed to optimize your ways of creating more powerful specialty brews. When you create specialty brews at the end of a long rest, you can now create up to two additional brews of your choice, provided you have enough flasks. Additionally, your specialty brews now provide the following benefits in addition to their usual effects:

  • Gutpuncher: Your brew turned out more potent, giving whoever drinks it fleeting courage. The recipient now gains advantage on all saving throws to avoid or end the charmed or frightened condition on them while under the effects of this brew.
  • Headknocker: You tempered your flasks to achieve greater aerodynamic force when thrown. A creature that failed its Constitution saving throw when hit by the brew is now also stunned until the end of its next turn.

Masterful Metabolism

Beginning at 15th level, your body has endured enough alcohol poisoning that it steeled itself against all kinds of effects that would weaken it, even going so far as to slowly regenerate wounds by itself. You are immune to poison damage and you have advantage on saving throws to avoid or end the poisoned condition on yourself, and your hit point maximum can’t be reduced.

In addition, at the end of your turn if you took any damage from an attack, an ability or a spell after the end of your previous turn, roll 1d4. You regain a number of hit points equal to the result of the roll.

Comments

Posts Quoted:
Reply
Clear All Quotes