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Here it is! The winner of last month's Patron Poll, the Alternate Artificer!

Not a ton of major changes to the base class with this version, but many adjustments were made to the four Specializations and Infusions.

Specialization features were re-ordered to emphasize the theme of the subclass and to make things work easier with Spellcasting coming online at 2nd level (after you get a Specialization feature at 1st level).

Alchemist: You now start off with a little Homunculus friend, pushing Elixirs back to 3rd level so things flow better with your Spellcasting.

Armorer: You start off with a special Arcane Gauntlet, later upgrading it into full Arcane Armor at 3rd level. 

Battle Smith: This subclass is now really focused in on the Steel Defender, so much so that you get it as your feature at 1st level, and only get features that start to buff you later at 3rd level.

Wandslinger: This subclass has gotten by far the most TLC, with some pretty nice buffs to your Arcane Sidearm (which is now a weapon *cough* Sharpshooter *cough*).

Infusions: These have been reworked to fall into the normal "Tiers of Play" scaling (1st, 5th, 11th, and 17th levels being the break points). Most have been buffed a bit. Make sure to check out the Arcane Item and Replicate Magic Item Infusions!

As always, I'm open to any feedback you may have!

CHANGE LOG:

  • General // Any mention of “any set of tools you are proficient with” has been replaced with tinker’s tools for clarity and ease of use.
  • Proficiencies // Removed thieves’ tools as a starting proficiency.
  • Infusions // The Infusion process now explicitly requires tinker’s tools.
  • Alchemist // Tools of the Trade // Allows you to know/cast acid splash.
  • Alchemist // Homunculus // Moved up to 1st level (from 3rd). Now it adds your PB to hit on its attack rolls. Attack is now Acidic Spittle that deals acid damage.
  • Alchemist // Alchemical Elixirs // Moved back to 3rd level (from 1st)
  • Alchemist // Master Alchemist // Now allows the creation of Elixirs as a bonus action.
  • Alchemist // Create Minor Elixir // Added caustic brew and color spray as options
  • Alchemist // Create Expert/Masterwork Elixir // Added Expert Elixirs (4th-level spells) and reworked Masterwork Elixirs to include 5th-level (and up) spells.
  • Armorer // Arcane Armor // Moved back to 3rd level
  • Armorer // Arcane Gauntlet // NEW 1st level feature. Allows the creation of a Lightning Launcher or Thunder Gauntlet at 1st level.
  • Armorer // Armorer Adept // Combined Extra Attack with this feature
  • Armorer // Modular Armor // Renamed.
  • Battle Smith // Steel Defender // Moved up to 1st level. Now it adds your PB to attack rolls on its Rend attacks.
  • Battle Smith // Battle Ready // Moved back to 3rd level.
  • Battle Smith // Infusion Bearer // NEW feature
  • Battle Smith // Greater Upgrade // Cut Restorative Touch, added Modular Construction.
  • Wandslinger // Arcane Sidearm // This is now a simple ranged weapon that uses INT.
  • Wandslinger // Quickdraw // NEW feature.
  • Wandslinger // Arcane Duelist // Renamed (Spellcraft Runes). You can use any of the three features as a bonus action on each of your turns. Renamed the features as well. Temp hit point feature (Wandslinger’s Ward) can now only target one creature.
  • Wandslinger // Spell Slinger // Renamed (Arcane Duelist). Allows an Arcane Sidearm attack as a bonus action when you cast a spell or use an Infusion.
  • Wandslinger // Expert Duelist // Renamed
  • Wandslinger // Master Wandslinger // Reworked (buffed).
  • Infusions // General // Infusion artificer level prerequisites and improvement levels now match the tiers of play (1st, 5th, 11th, and 17th level).
  • Infusions // Replicate Magic Item // Now open to any item of certain rarities (no lists).
  • Infusions // NEW // Minor/Greater/Masterwork Arcane Item
  • Infusions // Arm Launcher // Is now a ranged weapon attack.
  • Infusions // Infused Wand // Renamed (Arcane Firearm).
  • Infusions // Repulsion Gauntlets // Only work on Large or smaller creatures.
  • Infusions // Repulsion Shield // Now knocks the attacker prone. Includes a scaling magical bonus to the wielders Armor Class.
  • Infusions // Armor of Magical Strength // Includes scaling Armor Class bonus.
  • Infusions // Chameleon Armor // Includes scaling Armor Class bonus.
  • Infusions // Elemental Weapon // damage is now 1d6 (2d6 at 17th level).

Files

Alternate Artificer by laserllama

A graying gnome hunched over his workbench, carefully adjusting the clockwork mechanism that would power his creation. Before him laid an automaton of intricate iron gears within a suit of plate armor, built to resemble a large gnome. As the tiny inventor affixed his signature mithril mustache to the face plate, a jolt of electric-blue magic flashed from the automaton.

Comments

Anonymous

Can't say i like the restriction on Armorer Adept, this way you are kinda forced to use the gauntlet. In my mind this will result in a pretty boring play experience

Anonymous

Yes, like the other half-casters. Another Point i noticed is with " Replicate Magic Item", without a curated List you would be able to create a Horn of Valhalla (Lv.11) and reset it's one week cooldown by reinfusing it at the next dawn, i am sure there are other "encounter breaking".

Anonymous

The puppeteer in the expanded options seems a bit awkward to me. All their features revolve around something they get quite limited uses out of. Might be a good idea to allow them to expend spell slots to reuse marionette strings once they run out of uses