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Artificer Specialization: Botanist
Call forth a maneating plant to aid you in battle! Learn druidic magic to destroy your enemies! All this and more plant based power in the Botanist specialization.
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Artificer: Gadgeteer Specialist
While most artificers dedicate themselves to perfecting a particular invention or skill, Gadgeteers believe that it is better to be prepared for any situation than it is to be the master at a select few. As such, Gadgeteers pride themselves in having any number of tools to get out of whatever situation they find themselves in– and if they don’t have a solution, they’ll remember that failure and overcome it in the future.
Tools of the Trade
When you adopt this specialisation at 3rd level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with tinker’s tools. When you reach level 6 in this class, your proficiency bonus is tripled instead. In addition, you gain proficiency with one other type of artisan's tools of your choice.
Gadgeteer Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Gadgeteer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Gadgeteer Spells
Artificer Level 3: Identify, Unseen Servant
Artificer Level 5: Heat Metal, Wristpocket
Artificer Level 9: Conjure Barrage, Tiny Servant
Artificer Level 13: Secret Chest, Summon Construct
Artificer Level 17: Animate Objects, Arcane Hand
Gadgetry
Beginning at 3rd level, your tinkering has given you the knowledge, magic, and confidence to put your designs through the prototype phase, charging them with magic and using yourself or one of your allies as a test subject. 
You learn to craft three kinds of Gadgets, chosen from the list provided below. You learn how to craft one additional Gadget from the list when you reach levels 5 and 9. Making a Gadget does not require resources beyond scraps of metal worth at least 2 copper, unless otherwise specified.
You can create a number of Gadgets equal to your Intelligence Modifier (minimum of 1 Gadget). If a Gadget specifies that it becomes unusable after it is used, it counts as usable scrap to remake the device or make a new one. Devices can be made or taken apart and replaced during a long rest.
Gadgets: 
Blinder: This Gadget fits in one hand, and can be thrown to a point within 30 feet of you as an action. Any creatures within 5 feet of the chosen point must make a Dexterity saving throw against your spell save DC or be Blinded for one minute. At the end of each of its turns, affected creatures may make a Constitution saving throw against the same DC, ending this effect on a successful save. Once used, the Gadget becomes unusable and must be remade.
Breather: This Gadget covers the wearer’s mouth and nose. When activated, it increases the amount of time a creature can hold its breath underwater by up to 5 minutes. After this time is used up, the Gadget becomes unusable and must be remade.
Collapsible Item: To craft this Gadget, you require the normal scrap as well as a shield or weapon you want to make collapsable. Weapons with the Heavy property and any weapons that are magically indestructible cannot be used in this way. If this Gadget is replaced with another, you lose the shield or weapon used to craft it. You modify your shield or weapon to collapse in on itself, rendering it unusable but reducing its size to as small as one quarter of its original size. As a bonus action, you may collapse or extend this item to its original state. If the item gains a magical property, it can still be used while the item is collapsed, so long as it does not require the item be used to activate.
Flare: This Gadget fits in one hand, and can be thrown to a point within 30 feet of you as an action. Once the Gadget is thrown, it creates a bright light with a 20-foot-radius centred on itself, and dim light for 20 feet beyond that. This light lasts up to 1 minute, unless it is extinguished by water or smothered. Once used, the Gadget becomes unusable and must be remade.
Fog Bomb: This Gadget fits in one hand, and can be thrown to a point within 30 feet of you as an action. Once the Gadget is thrown, it creates a 15-foot-radius sphere of fog centred on itself. The sphere spreads around corners, and its area is heavily obscured. It lasts for 5 rounds, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Once used, the Gadget becomes unusable and must be remade.
Grapple Launcher: To craft this Gadget, you require the normal scrap as well as 50 feet of rope and a bow or crossbow of some kind, as well as one piece of ammunition appropriate for the weapon. You modify your weapon to launch a projectile with a thin, strong rope attached to it, with the other end of the rope attached to a winch that will retract the rope with a push of a button. As an action, you may launch the projectile at any surface, creature, or object within 45 feet of you. The bolt will catch in most surfaces, but solid metal, especially hard stone, or similarly dense surfaces have a 50% chance of failing to catch. This Gadget can still be used as a regular weapon if desired. When the ammunition catches in a surface, you can have it pull you up to 10 feet towards the chosen surface, or pull a creature or object sized Large or smaller up to 10 feet towards you. You can remove the attached projectile as a bonus action after being pulled the full length of the rope, or continue to hang from it at any point. While you are hanging off the ground or being pulled by this Gadget, your speed is reduced to 0. If you use a flying speed or are still on the ground, you can still move. You can choose to drop this gadget at any time on your turn (no action required). If you are hanging for more than a single turn, at the end of each subsequent turn, you must succeed a DC 8 Strength saving throw or lose your grip. Also, whenever you take damage while you are hanging, you must make a Constitution saving throw to keep your grip. The DC equals 10 or half the damage you take, whichever number is higher. This Device only works half as well if it lifts more than 1 medium, 2 small, or 8 tiny creatures at a time, and it outright fails to support more than 1 large, 2 medium, 3 small, or 14 tiny creatures.
Personal Glider: To craft this Gadget, you require the normal scrap as well as at least five square feet of fabric. This Gadget is worn on the back, and contains two wings, usually folded up. Each wing extends 5 feet to either side of you when the Gadget is activated. When you are falling and are not incapacitated, you can spend your action to activate this Gadget. You take no damage from the fall, and you can move up to 3 feet in any horizontal direction for every 1 foot you fall, at a speed of 60 feet per round. If you are subjected to a strong wind at an upward angle or a similar effect, you can take advantage of it in order to rise in the air by up to five additional feet instead, or at any point during the glide. You must spend both your action and bonus action to collapse the wings again. If you leave the glider extended, you have disadvantage on any dexterity checks and saving throws made, your movement speed decreases by 5 feet, and you can be knocked off your feet if struck by a strong wind, making a DC 14 Dexterity saving throw and falling prone on a failure.
Spring Boots: To craft this Gadget, you require the normal scrap as well as a pair of boots. You modify your boots with powerful spring mechanisms to put a true bounce in your step. While wearing these boots, the user’s walking speed increases by 10 feet, and their jump distance is increased by an additional 10 feet.
Masterful Infuser
At 5th level, your intimate knowledge of simple modifications allows you to more easily utilise your Infusions. You may Infuse one more item than the number shown in the Infused Items column of the Artificer table. In addition, you may end one of your infusions to cast a spell using any slot you would normally have access to, without expending an additional spell slot.
Juryrigger
When you reach 9th level, you’ve become adept at using anything available to you to accomplish nearly anything. You gain proficiency with improvised weapons, and improvised weapons have +1 to hit and deal +1 damage. In addition, you can now create or replace one of your Gadgets or Infusions at the end of a Short rest.
Master of Utility
At 15th level, you are truly a master of your own environment, and are almost impossible to find completely unprepared. As an action, you can activate or deactivate an object that you can see within 30 feet of you with a set function (such as any of your gadgets or mechanical traps). In addition, if a device like this is damaged in some way, you can spend your action to repair it so long as it is within reach of you. 
Unstoppable Creativity
At 15th level, you have perfected your tinkering skills. Any of your Gadgets that specify that they become unusable after being used gain an additional use before failing, and you learn how to craft any of the Gadgets on the Gadget List above. In addition, your infusions last indefinitely after your death, and you gain an additional +1 bonus any attack rolls made using a Gadget or an Infused weapon.
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honourablejester · 2 years
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Homebrew Artificer Subclass: Fleshweaver
Okay, so the basic impetus of this was the idea that artificers are the mad scientists of the D&D world, and who is the archetypal mad scientist in fiction? Obviously, Frankenstein. But I kinda didn’t want to do a subclass based around golems/homunculi/zombies, because the Battlesmith artificer already exists and what would a golem be but a more squelchy Steel Defender? (Also, being honest, I didn’t want to do the stat block). So I kinda shifted away from ‘creating a monster of stitched corpses’ and more towards biopunk, alteration, ‘the body as a machine’. Artificers are tinkerers, after all. Although I’ve possibly veered back towards the Alchemist instead while I was at it? Eh.
ARTIFICER SPECIALIST: FLESHWEAVER
A Fleshweaver is an artificer who has realised that the body is merely another device, an object to be imbued, altered, fine-tuned and perfected. Or, should the occasion call for it, perhaps disrupted and sent into disrepair. Fleshweavers specialise in the use of tools and magic to alter and imbue the physical form directly. They are tinkerers of the flesh, and perfecters of the physical form.
TOOL PROFICIENCY
When you adopt this specialization at 3rd level, you gain proficiency with weaver’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
FLESHWEAVER SPELLS
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Fleshweaver Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Fleshweaver Spells
Artificer Level    Spells
3rd                        Cure Wounds, False Life
5th                        Aid, Enhance Ability
9th                        Haste, Revivify
13th                      Death Ward, Polymorph
17th                      Contagion, Greater Restoration
BODILY ALTERATIONS
At 3rd level, you figure out how to translate your observations on the biological machine into magical alterations. As an action, with your weaver’s tools in hand, you can touch a willing creature (including yourself) and temporarily alter their physical form, perhaps by altering their limbs, organs or bodily composition, to produce one of the following effects:
You grant the creature darkvision for a number of hours equal to your Intelligence modifier. If the creature already has darkvision, you increase the range of their darkvision by 30ft for the same duration.
You grant the creature advantage on all perception checks for 1 hour.
You double the creature’s walking speed for 10 minutes.
You grant the creature a swimming speed equal to their walking speed and the ability to breathe underwater for 1 hour.
Once you have used this feature, you cannot do so again until you have finished a long rest.
When you reach certain levels in this class, you gain additional uses of this ability per long rest: two total at 6th level, three total at 13th level, and four total at 17th level. An individual creature can only endure one alteration before finishing a long rest, so additional uses must be on a different creature each time.
HOSTILE ALTERATION
At 5th level, you figure out how to disrupt the bodies of your enemies if they are in contact with you or your magic. Whenever you hit a creature with a weapon or deal damage to them with a spell cast with your weaver’s tools as a focus, you can force them to make a Constitution saving throw. On a failed save, the creature has disadvantage on all Strength, Dexterity and Constitution saves until the end of your next turn.
EXPERT ALTERATIONS
Starting at 9th level, you gain the ability to perform more advanced Bodily Alterations. When you touch a creature and subject them to your Bodily Alteration, you can choose one of the following more advanced effects instead:
You grant the creature blindsight to a range of 30ft for 10 minutes.
You grant the creature a flying speed equal to its walking speed for 1 hour.
You grant the creature resistance to one damage type of your choice for 1 minute.
You grant the creature a limited regenerative ability for 1 minute: at the start of their turn, they regain a number of hit points equal to your Intelligence modifier, as long as they have at least 1 hit point and have not taken fire damage within the last round.
SYMPATHETIC ALTERATION
At 15th level, your magic has suffused your own body to its core, with the following implications:
Your body can accept multiple Bodily Alterations per long rest.
Whenever you touch another creature and grant them a Bodily Alteration, you can grant yourself the same alteration as part of the same action and use of the ability.
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nimbus man, take me by the hand
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mattieartemis · 1 year
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Artificer Specialist: Cursebreaker
An artificer who specialises as a Cursebreaker is an expert at not only infusing items with magic, but taking that magic away. Cursebreakers prefer a pound of cure to an ounce of prevention, and focus their skills on dispelling enchantments and turning spells rather than warding. Artificers who apply their artisanal skills to their Cursebreaking succeed at not only breaking curses but preserving artefacts and may be able to find employ as conservators.
I was inspired to homebrew this artificer subclass by the backstory and concept of one of my players' characters. A pretty simple design based on bits of pre-existing material, but satisfyingly evocative. Deets under the break.
Tool Proficiency
3rd-level Cursebreaker feature
You gain proficiency with calligrapher's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Cursebreaker Spells
3rd-level Cursebreaker feature
You always have certain spells prepared after you reach particular levels in this class, as shown below. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
3rd - detect evil and good, detect poison and disease
5th - calm emotions, knock
9th - counterspell, remove curse
13th - aura of purity, banishment
17th - banishing smite, dispel evil and good
Cursebreaker Savant
3rd-level Cursebreaker feature
You can cast dispel magic without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Witchbreaker
5th-level Cursebreaker feature
You have practised techniques useful in combat against witches and other creatures that deal in curses. When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
In addition, you can cast remove curse without expending a spell slot. You can do so a number of times equal to half your proficiency bonus (rounded down), and you regain all expended uses when you finish a long rest.
Spell Turning
9th-level Cursebreaker feature
You have advantage on saving throws against spells that target only you (not an area). If your saving throw succeeds and the spell is of 3rd level or lower, the spell has no effect on you and instead targets the caster.
At 13th level, the spell has no effect on you and instead targets the caster on a successful saving throw if it is of 4th level or lower.
At 17th level, the spell has no effect on you and instead targets the caster on a successful saving throw if it is of 5th level or lower.
Iconoclast
15th-level Cursebreaker feature
You can cast antimagic field without expending a spell slot. It lasts its full duration without you needing to maintain concentration or until you dismiss it (no action required). Once you cast the spell with this feature, you can't cast it this way again until you finish a long rest.
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cocoshomebrew · 2 months
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Free PDF available on my Patreon
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the-gnomish-bastard · 3 months
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How to flavor your artificer subclasses:
Alchemist?
Alcohol Brewer
Mad scientist (chemistry variant)
High school chemistry teacher
Pharmacist
Someone that never really let go of making the “mud soup” as a kid
Energy drink manufacturer
Armorer?
Nerd who built a suit of armor
Member of Hacksmith Industries
Tony Stark
IRON WITHIN! IRON WITHOUT!
Humanoids version of the Killdozer
Any fictional character with power armor
Fallout
Robocop
Artillerist?
20 men had tried to take him, twenty men had made a slip, twenty one would be the ranger with the big iron on his hip
Meet the Engineer
Meet the Pyro
Meet the Heavy
Oppenheimer
Wizard with a gun
Battle Smith?
Doofenschmirtz and Norm
Ratchet and Clank
Ruckus… and Bolt
Builder and Pekka Knight
The Courier and Yes Man
Tiny Jack Cooper and Tiny BT
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dungeonmalcontent · 5 months
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Artificer: Necro-Crafter Specialist
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Not entirely sure I'm 100% happy with the color scheme, but I don't thin I'm gonna get anything better out of putting in more time.
Anyways. NECRO-CRAFTER! (PDF here)
Build little undead constructs or animate dead humanoids, and then turn your cute little skeleton children into little bombs, armor, and portable infusions.
Happy Halloween, darklings.
Druid circle of bones soon...
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kits-foragings · 6 months
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Subclasseptember 2023, Day 25 - Painter Artificer
This one goes out to all the artists I know.
A fun support Artificer to round off what I could do on Subclasseptember, this one's whole thing with painting fun things onto people and things, to do buffs,debuffs, or additional damage.
Honestly this one was a fun one to design, though it took time for things to come together.
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Subclasseptember Day 19: Race
The Rider - Homebrew Artificer Subclass
I feel like people might interpret this as "Race-locked" like with last year's prompt list. Power to you if you do; I've decided to take a different route this time.
I've seen other vehicle-based Artificer subs before, and I love them, but I wanted to do my own spin on the idea.
Kinda lifts from my own Skywatcher, summoning a "mount" that doesn't quite abide by the normal mount rules. Great for a hit-and-run skirmisher playstyle. Too bad 5e's design isn't actually great at rewarding that sort of thing.
Well, wallriding is its own reward.
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homebrew-and-heroism · 8 months
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Artificer: Clockwinder Specialist
The endless gears of Mechanus, as well as the manufactured copy within the Clockwork Cities of the mechanites, tick loudly throughout reality, keeping time with the flow of time itself. Inspired by the perfect keeping of time, you have delved deeply enough to harness chronal energy to wind or unwind time's metaphorical gears just enough to assist you in your travels to further expand your knowledge.
Tools of the Trade
When you adopt this specialisation at 3rd level, you gain proficiency with one type of melee weapon of your choice. If you already have proficiency with all melee weapons, you gain proficiency with one type of artisan's tools of your choice.
Clockwinder Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Clockwinder Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Clockwinder Spells
Artificer Level 3: Gift of Alacrity, Shield
Artificer Level 5: Blur, Find Traps
Artificer Level 9: Haste, Slow
Artificer Level 13: Arcane Eye, Dimension Door
Artificer Level 17: Scrying, Temporal Shunt
Hand of the Clock
At 3rd level, you create a magical melee weapon to act as the Hand for your clock. This weapon’s appearance and form can be anything you have proficiency with. Whenever you make an attack while using the Hand, you may choose to use your Intelligence modifier instead of the score normally associated with the weapon. 
The Hand can be conjured or dismissed as a bonus action. In addition, you can infuse it as if it were a nonmagical weapon.
Chronal Workings
Beginning at 5th level, you have learned to move in tune with the flow of time around you, letting the universe guide you rather than pushing through it. Your movement speed increases by 10 feet, and you can add your Intelligence modifier to your initiative rolls
In addition, the chronal energy filling you has begun to affect you physically, slowing your ageing. For every two years that pass, you only age one year.
Momentary Stasis
When you reach 9th level, as an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. On a failure, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0. Additionally, any spells or abilities the creature is using are temporarily disabled while it is encased in this way, resuming once it escapes the field.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Perfect Time
By 15th level, you become so attuned to the workings of time that you are able to manipulate them with your Clock Hand as easily as you would wind a clock. Your Clock Hand gains the following benefits:
+2 bonus to attack and damage rolls.
If a target is resistant or immune to the damage type dealt by your Clock Hand, it instead deals Force damage.
When you make a melee attack using your Clock Hand, you may turn to make an additional melee attack against a second target within range as part of that attack.
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cass-brews · 6 months
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Artificer: Grenadier Specialist
A Grenadier Artificer creates and utilizes various magical explosives to control the battlefield. Be it a simple fragmentary grenade, a adhesive bomb to bind enemies, or a wide ranging cluster bomb, this Artificer has a bevy of destructive tools at their disposal.
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https://www.gmbinder.com/share/-NgevMfTVk6eexdCWQl8
If you like what I do, consider supporting me on Ko-fi: https://ko-fi.com/cassbrews
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nopehomebrew · 1 year
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Artificer Specialist: Doll Master
The Doll Master focuses on maintaining and commanding several dolls to support your allies and control the battlefield, with a minor emphasis on controlling and debilitating spells. If it’s not clear enough from the art, this subclass was heavily inspired by Alice Margatroid from the Touhou series.
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dungeonofthedragon · 7 months
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Day 6 of Subclasseptember: Abyssal.
Meet the Fiendmaster artificer! The forgemasters of Castlevania were a strong influence here. I love interesting takes on necromancy, and so when I discovered them I was captivated immediately.
Also a different spin on a summoner sort of subclass, which was fun to play around with.
Thanks to the Homebrewery for these lovely templates that make it so easy to create pretty content.
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meggettes · 1 month
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the last line of this post got me thinking about dnd-ifying tortall (i know about the tortall rpg but here im thinking specifically about dungeons and dragons 5e)
Kel is certainly a paladin. Aly is a rogue no question. Daine is probably a wildshape druid with some sort of archery feat/outlander background.
Alanna is giving me trouble, though. She's both a fighter and a mage, and very adept at both. I guess in order, her fighting improvement happens before spellcasting improvement. It's feeling very cleric, but that's certainly not the type of character Alanna is. The descriptions of her magic, though, are pretty close to sorcerer, but that doesn't seem right either.
Any ideas?
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cocoshomebrew · 1 year
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Here's the link to my patreon if you want to see more of my content or want to support me in making it. Also consider joining my discord!
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