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JungDeviant
2016-02-17, 02:17 AM
Hello everyone!

I'm new to the forums, but certainly not new to role-playing or homebrew builds. I don't usually post any of my content online, since it's usually for a personal campaign setting. Anyways, this is my first homebrew class for 5e and I wanted to try my hand at an artificer that would be accessible, well-balanced, and at-home in Eberron campaigns. The artificer classes I have found were either imbalanced or I didn't like how they worked. My goal with my class is to adhere closely to the 5e standards for classes while giving the artificer its own feel.

All of the details are below. Please let me know what you think, I'd like to improve this class as much as possible. Thanks!

HIT POINTS
Hit Dice: 1d8
Hit Points at 1st Level: 8 hit points
Hit Points at Higher Levels: 1d8 (or 5) hit points per level

PROFICIENCIES
Armor: light armor, medium armor, shields
Weapons: simple weapons, hand crossbows, heavy crossbows, warhammers, war picks
Tools: Choose any two artisan's tools

Saving Throws: Dexterity, Intelligence
Skills: Choose any three from the following; Arcana, Athletics, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:



Level
Proficiency Bonus
Features
Infusions Known
Imbue Points
Imbue Maximum
Innovations Known


1st
+2
Infusions, Lore Of The Craft
2
4
2
-


2nd
+2
Ingenious Innovations, Decipher Scroll
3
7
2
1


3rd
+2
Artificer Trade
4
10
3
1


4th
+2
Ability Score Improvement
5
13
3
1


5th
+3
Magical Artisan
6
15
4
2


6th
+3
Trade Feature
7
18
4
2


7th
+3

8
21
5
3


8th
+3
Ability Score Improvement
9
24
5
3


9th
+4

10
27
6
4


10th
+4
Wondrous Craft
11
30
6
4


11th
+4

12
31
7
5


12th
+4
Ability Score Improvement
12
32
7
5


13th
+5

13
33
8
6


14th
+5
Trade Feature
13
34
8
6


15th
+5

14
35
9
7


16th
+5
Ability Score Improvement
14
36
9
7


17th
+6

15
37
10
8


18th
+6
Wondrous Craft
15
38
10
8


19th
+6
Ability Score Improvement
15
39
10
8


20th
+6
Magnum Opus
15
40
10
8




FEATURES


Infusions
You have learned the techniques to hack and modify the properties of items and objects using a variety of alchemical reagents, chains of arcane glyphs, and mystical materials. Your infusions are recipes for grantng properties to items. They are magical in nature, but they manipulate magical energies differently from spells.

Imbue Points
You have an internal reservoir of energy representing a portion of your magical aura. You use this energy to charge your devices like a battery. You possess a number of imbue points, representing this energy, based on your level. When you imbue an infusion, you must invest at least 1 or more imbue points into the item being imbued. The maximum number of imbue points that you can invest into an item is equal to your imbue maximum, according to the Artificer Table. When you complete a long rest, you regain any lost imbue points.

Infusion Effects
Every infusion has one or both of the following effects; 'Imbue' effects and 'Charge' effects. While you are wearing, holding, or carrying the item imbued (as appropriate to the item), you can use the Imbue effect. You must invest a minimum number of imbue points into the item to use the Imbue effect, as specified in its description. You can use the Charge effect by expending imbue points invested in the item. You must expend a minimum number of imbue points invested in the item to use the Charge effect, as specified in its description. You cannot expend any uninvested imbue points directly to use an item's Charge effect. Only you can use an imbued item's effects, unless you use the Beneficial Infusion innovation.

Imbuing Infusions
Imbuing an infusion into an item is a lengthy process that requires special components and a long period of concentration. When imbuing an infusion, you must possess the item that can be imbued by the infusion, according to the infusion's description. You can only imbue a nonmagical item with an infusion. Then, you invest any number of imbue points into the item, but no more than your imbue maximum. Additionally, you cannot invest less imbue points than the minimum required to use any of an infusion's effects. For example, if an infusion's Imbue effect requires an investment of at least 4 imbue points, you cannot invest any less than 4 imbue points when you imbue the infusion into the item.


The process to imbue an infusion requires 1 minute of work for every imbue point invested and you must be holding the item being imbued for the entire time. If this process is interrupted, any imbue points invested are lost and the infusion is not imbued. When the process is complete, the item becomes magical, as long as it remains imbued with the infusion. An item remains imbued for up to 8 hours or until you complete a long rest. When an item is no longer imbued, any imbue points invested into the item are lost.The maximum number of infusions that you can have imbued at a time are equal to 1 + your Intelligence modifier (minimum 1). If you imbue another infusion while you are already at this limit, you must end one of your currently imbued infusions.


Lore Of The Craft
At 1st level, you can spend 1 minute examining an item to determine its cost and whether it is magical or not.

Decipher Scroll
At 2nd level, you can cast a spell from a scroll as long as its level is equal to or less than half your level (rounded down). When you cast a spell in this way, you must make an Intelligence check against a DC of 10 + the spell's level. If you fail, the spell does not cast and the scroll is destroyed.

Ingenious Innovations
At 2nd level, you learn a technique that can be used to imbue your infusions differently. These techniques are called 'innovations'. Whenever you imbue an infusion, you can choose one innovation that you know and apply its effects to the infusion. You can only use one innovation on the same infusion. You learn new innovations over time as indicated by the Artificer Table.


Artificer Trade
At 3rd level, you choose one artificer trade to specialize your talents. You can choose to be a Battlesmith or a Tinkerer.


Magical Artisan
At 5th level, you are treated as being a spellcaster for the purposes of creating magic items.


Wondrous Craft
At 10th level, you create an item imbued with a permanent infusion. You choose one infusion that you know. The item is imbued with this infusion permanently and it is treated as always possessing an investment of imbue points equal to up to half your imbue maximum. These imbue points are separate from your own pool. If these imbue points are lost or expended, they are refreshed after you complete a long rest. You create a second wondrous craft at 18th level.


Magnum Opus

At 20th level, you create a wondrous craft with an investment of up to 10 imbue points.

BATTLESMITH
Bonus Proficiencies
At 3rd level, you gain proficiency with heavy armor and martial weapons.


Empower Weapon
At 3rd level, you learn how to empower your weapons with elemental energy. As a bonus action, you can expend 2 uninvested imbue points and infuse one weapon you are carrying in your hand for 1 minute. If the weapon is nonmagical, it becomes magical. Choose one of the following damage types: radiant, fire, or cold. Once per turn, when you hit with an attack made with this weapon, you can make the target take 1d4 extra damage of the type chosen. If you drop or stop carrying this weapon, the effect is lost. You can increase this extra damage by 1d4 for every 2 additional uninvested imbue points you expend to use this feature, up to your imbue maximum.


Extra Attack
Starting at 6th level, when you take the Attack action, you can attack twice, instead of once.


Reinforce Armor
At 14th level, you learn how to infuse your armor with energy to gain damage reduction. As a bonus action, you can expend 5 uninvested imbue points to infuse a suit of armor you are wearing for 1 minute. You gain resistance to all damage while you are wearing the armor.


TINKERER
Bonus Proficiencies
At 3rd level, you gain proficiency with thieves' tools and one artisan's tools of your choice.


Arcane Resurgence
At 3rd level, you can expend 2 uninvested imbue points to regain 1 charge on a magic item as a bonus action. You can regain 1 additional charge to a magic item for every 2 additional uninvested imbue points you expend to use this feature, up to your imbue maximum.


Additional Infusions
Starting at 6th level, you can have 3 additional infusions imbued at a time.

Suppress Magic Device
Starting at 14th level, you can expend 5 uninvested imbue points to attune to a magic item for which you don't normally meet the requirements during a short rest. You can only attune to one item in this way at a time and you are no longer attuned to this item after you complete a short or long rest.

INFUSION LIST
Weapon Augmentation
Requirements: 5th level
You infuse a weapon with arcane power. This infusion can be imbued into any nonmagical weapon.
Imbue (4+): When 4 or more imbue points are invested into the weapon, it becomes a magical weapon with a +1 bonus to attack rolls and damage rolls. If more imbue points are invested into the weapon, this bonus increases to +2 (6+ points) or +3 (8+ points).
Charge (4+): When you hit a creature with this weapon, you can expend all of the imbue points invested into the weapon to release a surge of pent-up magic. The creature takes 3 extra damage of the weapon's type for every imbue point expended. You must expend all imbue points invested into the weapon to use this effect, you cannot expend any less.


Blast Rod
This infusion can be imbued into any nonmagical arcane focus.
Charge (1+): You can expend any number of imbue points invested into the item to fire a blast of force at a targeted creature within 100 feet of you. You make a spell attack roll, using your Intelligence as your spellcasting ability. On hit, the creature takes 1d10 force damage for every imbue point expended.
If your target is an object or a construct, they take 1d10 extra damage on hit.


Repair Damage
This infusion can be imbued into any nonmagical set of artisan’s tools.
Charge (1+): You can expend any number of imbue points invested into the item to heal damage to an object or construct touched. The target object or construct is healed for 1d8 per imbue point expended. This effect can only be used against a material that is appropriate for the artisan’s tools. For example, you can use smithing tools to repair a metal object, but not one that is wooden. If you do not know what this effect can be used on, follow your DM’s discretion.


Defensive Ward
Requirements: 3rd level
This infusion can be imbued into any nonmagical belt, ring, pair of bracers, or amulet.
Imbue (3): When you invest 3 imbue points into the item, you are treated as being under the effects of the shield of faith spell as long as you are wearing the item.


Ablative Armor
This infusion can be imbued into any nonmagical suit of armor.
Imbue (1+): When you invest 1 or more imbue points into the armor, it becomes reinforced with an ablative coating. The coating takes damage before you do and has a number of hit points equal to 4 times the number of imbue points invested into the armor.


Essence Of Flight
Requirements: 7th level
This infusion can be imbued into any nonmagical pair of footwear or cloak.
Imbue (5): When you invest 4 imbue points into the item, you gain a flying speed of 60 feet while wearing the item.


Essence Of The Mariner
Requirements: 5th level
This infusion can be imbued into any nonmagical set of clothing or suit of armor.
Imbue (4): When 4 imbue points are invested into the item, you gain a swimming speed equal to your walking speed and you can breathe underwater while you are wearing the item.


Essence Of Fortune
Requirements: 3rd level
This infusion can be imbued into any nonmagical cloak, ring, or amulet.
Charge (3): When you fail any roll, but before applying any effects, you can expend 3 imbue points invested in the item to grant yourself a re-roll. You cannot use this effect more than once on the same roll.


Essence Of Spell Warding
Requirements: 11th level
This infusion can be imbued into any nonmagical amulet, ring, or pair of bracers.
Charge (1+): As a reaction, when a spell targets you or you are included in the area of a spell effect, you can expend a number of imbue points equal to 1 + the level of the spell (or 1 for a cantrip) to not be affected by it.


Spell-Storing Item
This infusion can be imbued into any nonmagical spellcasting focus. When this infusion is imbued, you must choose one spell (or cantrip) of the abjuration, divination, or transmutation school from any spell list. You can only choose a spell of up to 5th level or half your level (rounded up), whichever is lower. If the spell has a costly material component, you must provide that component when imbuing this infusion.
Imbue (1+): When you invest a number of imbue points equal to 1 + the chosen spell's level (or 1 for a cantrip), a single charge of the spell is stored into the imbued item. Alternatively, you can invest the appropriate number of imbue points to store the spell at a higher level, such as storing aid as a 3rd level spell. For every 2 additional imbue points invested, the item possesses 1 additional charge of the stored spell. You must expend 1 charge each time you cast the stored spell from the item. Intelligence is your spellcasting ability for this spell.

When all charges have been expended, all imbue points invested in the item are lost and the infusion ends. If you use this infusion to store a cantrip, you can cast the cantrip without expending any charges. As a result, if you store a cantrip, you cannot invest imbue points to add additional charges to the item.


Armor Augmentation
Requirements: 7th level
You infuse a suit of armor with arcane power. This infusion can be imbued into any nonmagical suit of armor.
Imbue (5+): When 4 or more imbue points are invested into the armor, it becomes a magical suit of armor with a +1 bonus to AC. If more imbue points are invested into the armor, this bonus increases to +2 (7+ points) or +3 (9+ points).
Charge (5+): As a reaction, when an attack hits you or you fail a saving throw against an effect that inflicts damage, you can expend all of the imbue points invested into the armor to halve the damage taken. If you expend 10 imbue points, you instead take no damage.


Physical Augmentation
Requirements: 5th level
This infusion can be imbued into any nonmagical belt or pair of gloves. When this infusion is imbued, you choose one physical ability score: Strength, Constitution, or Dexterity.
Imbue (4+): When 4 or more imbue points are invested into the item, it grants you a score of 15 in the chosen ability while it is worn. If your score is equal to or higher than 15, wearing this item has no effect. If more imbue points are invested into the item, this score increases to 17 (6+ points) or 19 (8+ points).


Mental Augmentation
Requirements: 5th level
This infusion can be imbued into any nonmagical piece of headgear or amulet. When this infusion is imbued, you choose one mental ability score: Intelligence, Wisdom, or Charisma.
Imbue (4+): When 4 or more imbue points are invested into the item, it grants you a score of 15 in the chosen ability while it is worn. If your score is equal to or higher than 15, wearing this item has no effect. If more imbue points are invested into the item, this score increases to 17 (6+ points) or 19 (8+ points).


Transmute Weapon
This infusion can be imbued into any nonmagical weapon.
Imbue (2+): When you invest 2 or more imbue points into the weapon, it becomes magical and is treated as being made of alchemical silver. If you invest 4 or more imbue points, you can treat the weapon as being made of adamantine or cold iron (your choice) instead. The weapon can only be treated as being made of one of these materials, not multiple.


Ammo Augmentation
This infusion can be imbued into up to 20 pieces of nonmagical ammunition. You must imbue the same kind of ammunition.
Imbue (2+): When you invest 2 or more imbue points into the pieces of ammunition, you receive a +1 bonus on attack rolls and damage rolls made with the pieces of ammunition. Once it is fired, the ammunition is no longer magical. If more imbue points are invested into the ammunition, this bonus increases to +2 (4+ points) or +3 (6+ points). After all pieces of ammunition have been fired, this infusion ends and all invested imbue points are lost.


Essence Of Protection
Requirements: 3rd level
This infusion can be imbued into any nonmagical cloak, ring, or amulet. When this infusion is imbued, you choose one ability score.
Imbue (3+): When you invest 3 or more imbue points into this item, you receive a +1 bonus on saving throws with the ability score chosen. If more imbue points are invested into the item, this bonus increases to +2 (5+ points) or +3 (7+ points).
Charge (3+): As a reaction, when you fail a saving throw with the ability score chosen, but before any effects are applied, you can expend all of the imbue points invested into the item to instead automatically succeed the saving throw.


Essence Of Mobility
Requirements: 9th level
This infusion can be imbued into any nonmagical pair of footwear.
Imbue (6): When 6 imbue points are invested into this item, you are treated as being under the effects of the freedom of movement spell while you are wearing the item.


Essence Of Endurance
This infusion can be imbued into any nonmagical set of clothing.
Imbue (2+): When you invest 2 or more imbue points into the clothing, you are treated as being naturally adapted to hot and cold climates and you ignore the effects of level 1 exhaustion while you are wearing the clothing. For every 2 additional imbue points invested into this item, you ignore the effects of 1 higher level of exhaustion.


Essence Of Obscurity
Requirements: 7th level
This infusion can be imbued into any nonmagical cloak or set of clothing.
Imbue (5): When you invest 3 imbue points into this item, you are treated as being under the effects of the nondetection spell while you are wearing this item.


Elemental Ward
Requirements: 7th level
This infusion can be imbued into any nonmagical set of clothing, suit of armor, or ring. When this infusion is imbued, you choose one of the following damage types: acid, cold, fire, lightning, or thunder.
Imbue (5): When you invest 5 imbue points into this item, you gain resistance to the damage type chosen while you are wearing the item.


Perfect Tool
This infusion can be imbued into any nonmagical tool.
Imbue (1+): When you invest 1 imbue point into the item, it becomes magical and you are treated as being proficient with the item for the duration of the infusion. If you invest 3 imbue points instead, your proficiency bonus is doubled on all ability checks made with the item.


Essence Of Stone-Shaping
Requirements: 13th level
This infusion can be imbued into any nonmagical pair of gloves or belt.
Imbue (6+): When you invest 6 imbue points into the item, you gain the ability to mold stone objects while you are wearing the item. You can mold an object made of stone or a section of stone occupying up to a 5-foot space, as if you cast the stone shape spell. For every 2 imbue points invested in the item, you can mold one additional 5-foot space of stone. After molding the maximum amount of space allotted, the imbue points invested into this item are lost.
Charge (6): You can expend 6 points invested in this item to summon a wall of invulnerable stone. This effect is treated as if you cast the wall of stone spell, except you no longer require concentration to maintain the effect, the duration is 1 hour, and the casting time is 1 minute.


Elemental Prod
Requirements: 3rd level
This infusion can be imbued into any nonmagical spellcasting focus.
Charge (3+): As an action, you can expend 3 or more imbue points invested into this item and command an elemental or construct within 30 feet of you to move along a designated path. The path must start at the creature's position and end at a point within 30 feet of the creature that you can see. On their next turn, the creature must follow this path to the best of their ability. The creature can refuse to listen to the command and resist the effect, but they take 1d6 force damage for every imbue point expended. If it is not possible for them to finish following the path or if they refuse to continue along the path due to a hazard, they do not take damage.


Impenetrable Armor
Requirements: 15th level
This infusion can be imbued into any nonmagical suit of armor.
Imbue (9): When you invest 9 imbue points into the armor, you gain resistance to bludgeoning, piercing, and slashing damage while you are wearing the armor.


Essence Of Brevity
Requirements: 7th level
This infusion can be imbued into any nonmagical pair of footwear.
Imbue (5): When you invest 5 imbue points into the item, your walking speed is doubled and you can use your bonus action to take one of the following actions: Attack, Dash, Use Object, or Disengage.


Deep Pocket
Requirements: 5th level
This infusion can be imbued into any nonmagical container, such as a backpack or a pouch.
Imbue (4): When you invest 4 imbue points into the item, the inside of it becomes an extra-dimensional space, treating it as a bag of holding. When the infusion ends, the contents of the container are immediately emptied.


Night Vision
Requirements: 5th level
This infusion can be imbued into any nonmagical item of headgear or item of eyewear.
Imbue (4): When you invest 4 imbue points into the item, you gain darkvision out to a range of 60 feet while you are wearing this item.


Iron Fists
This infusion can be imbued into any nonmagical pair of gloves
Imbue (1+): When you invest 1 imbue point into the item, the damage of your unarmed strike becomes 1d4 and your unarmed strikes are treated as magical weapons while you are wearing this item. If more imbue points are invested into the item, this damage die increases to 1d6 (3+ points), 1d8 (5+ points), 1d10 (7+ points), and 1d12 (9+ points).


Light Projection
This infusion can be imbued into any nonmagical item that can be held or carried in one hand.
Imbue (1): When you invest 1 imbue point into the item, it projects bright light out to 20 feet and dim light out to an additional 20 feet while you are holding or carrying it. If you put the item away or you are no longer holding or carrying it, the light is suppressed until you take it out again.


Essence Of Force Projection
Requirements: 11th level
This infusion can be imbued into any nonmagical pair of gloves or ring.
Charge (6): You can expend 6 points invested in this item to summon a wall of force. This effect is treated as if you cast the wall of force spell, except you no longer require concentration to maintain the effect, the duration is 1 hour, and the casting time is 1 minute.


Implement Augmentation
Requirements: 5th level
This infusion can be imbued into any nonmagical spellcasting focus.
Imbue (4+): When 4 or more imbue points are invested into the item, it becomes a magical spellcasting focus that grants a +1 bonus to spell attack rolls and spell saving throws. If more imbue points are invested into the item, this bonus increases to +2 (5+ points) or +3 (7+ points).
Charge (4+): As an action, you can expend all of the imbue points invested into the item to destroy it and unleash a burst of disruptive energy against all creatures within a 20-foot radius, not including yourself. Every creature affected makes a Dexterity saving throw. The DC of this save is equal to 10 + your Intelligence modifier + your proficiency bonus. Any creature that fails the save takes 4 force damage for every imbue point expended, or half this damage if they succeed.


INNOVATIONS LIST


Essence Of Iron-Shaping
Requirements: essence of stone-shaping infusion, 15th level
You can use this innovation to modify the Imbue effect of your essence of stone-shaping infusion. If you invest 2 extra imbue points when you are imbuing essence of stone-shaping, the Imbue effect can now affect iron in addition to stone. Additionally, you can expend 2 extra imbue points on the Charge effect to create a wall of iron, which is treated the same as creating a wall of stone, except each panel has AC 19 and 40 hit points per inch of thickness.


Improved Blast Rod
Requirements: blast rod infusion
You can use this innovation to modify the Charge effect of your blast rod infusion. When you hit with your spell attack using your Charge effect, you can add your Intelligence modifier to the damage.


Improved Spell-Storing Item
Requirements: spell-storing item infusion, 5th level
You can use this innovation to modify the Imbue effect of your spell-storing item infusion. You can choose to store a spell of any school other than abjuration or transmutation, but your imbue maximum is halved (rounding down) when imbuing the infusion.


True Vision
Requirements: night vision infusion, 9th level
You can use this innovation to modify the Imbue effect of your night vision infusion. If you invest 4 extra imbue points when imbuing this infusion, you gain truesight, instead of darkvision, out to a range of 60 feet while you are wearing the imbued item.


Daylight Projection
Requirements: light projection infusion, 7th level
You can use this innovation to modify the Imbue effect of your light projection infusion. If you invest 3 extra imbue points when imbuing this infusion, the light projected by the imbued item is extended out to 60 feet of bright light and an additional 60 feet of dim light. In addition, if the radius of the bright light overlaps with any magical darkness and the spell that created the darkness is of 3rd level or lower, that spell is dispelled.


Adamantine Fists
Requirements: iron fists infusion, 9th level
You can use this innovation to modify the Imbue effect of your iron fists infusion. If you invest 5 extra imbue points when imbuing this infusion, your unarmed strikes are treated as adamantine weapons and your attacks with unarmed strikes ignore resistance to bludgeoning damage while you are wearing the imbued item.

Abnormal Infusion
Requirements: 11th level
You can use this innovation to modify any infusion, with some exceptions. You can imbue this infusion into any item of your choosing, rather than the items specified in the infusion's description. The item must be one that can be held, carried, or worn by you. When imbuing an infusion in this way, your imbue maximum is halved (rounding down).

To use the effects of the infusion, the item must be held, carried, or worn appropriately for that item. For example, to receive the effects of an infusion imbued into a pair of boots, both boots must be worn. If the item is not being utilized properly, you cannot use the effects of the imbued infusion.

You cannot use this innovation on the following infusions: weapon augmentation, transmute weapon, implement augmentation, ammo augmentation.


Beneficial Infusion
You can use this innovation to modify any infusion. When imbuing this infusion, you designate one creature of your choice. You must possess some piece of the creature you designate during the imbuement, such as a lock of hair or a vial of blood. Once the infusion has been imbued, only the creature you have designated can use the effects of the infusion, including expending any imbue points to use its Charge effect.


Concurrent Infusion
Requirements: 5th level
You can use this innovation to modify any infusion. You imbue two infusions that you know into the same item. When imbuing an infusion this way, your imbue maximum is halved (rounding down). The effects are calculated based on the same investment of imbue points. For example, if you invest 4 imbue points into an item, the Imbue effects of weapon augmentation and transmute weapon are both calculated based on an investment of 4 imbue points.

In addition, any Charge effects expend imbue points from the same investment. Imbue effects are not altered when imbue points are expended from the item, they remain the same from the time the infusion was initially imbued.


Instantaneous Infusion
You can use this innovation to modify any infusion. You imbue the infusion as an action. When imbuing an infusion this way, your imbue maximum is halved (rounding down) and the infusion's duration is reduced to 1 hour, as opposed to 8 hours.


Bonded Infusion
You can use this innovation to modify any infusion. As a bonus action, you can recall the item to your possession as long as it is on the same plane of existence.


Obfuscated Infusion
Requirements: essence of obscurity, 7th level
You can use this innovation to modify any infusion. The imbued item is treated as being under the effects of the nondetection spell.


Irresistible Infusion
Requirements: essence of spell warding, 5th level
You can use this innovation to modify any infusion. When dispel magic is cast on this item, the DC to dispel the infusion imbued into it is increased by 5.


Tonic Infusion
Requirements: beneficial infusion, abnormal infusion, 13th level
You can use this innovation to modify any infusion, with some exceptions. The infusion is imbued into a bottle of water to create a magical tonic, as opposed to an item specified in the infusion's description. When imbuing an infusion this way, your imbue maximum is halved (rounding down).

You can use the infusion's effects by consuming the tonic like a potion. Once consumed, you receive the effects of the infusion that you imbued for 1 hour. You can suppress the effects at will, but you cannot willingly end them. Anyone can consume the tonic to receive its effects. If the tonic is not consumed after 8 hours, it becomes inert and loses any effects it grants upon consumption. Any imbue points invested into the tonic are lost.

You cannot use this innovation on the following infusions: weapon augmentation, transmute weapon, implement augmentation, ammo augmentation.


Bind Elemental
Requirements: elemental prod infusion, 9th level
You can use this innovation to add an additional Charge effect to your elemental prod infusion. You can expend 6 imbue points from the prod to bind an elemental or construct to your service, as if you cast planar binding as a 5th level spell. You use Intelligence as your spellcasting ability and you must provide the material components for the spell. Every 1 additional imbue point you expend allows you to use the effects of planar binding at the next higher spell level.


Legion Defensive Ward
Requirements: defensive ward, 7th level
You can use this innovation to modify the Imbue effect of your defensive ward infusion. For every 2 additional imbue points invested into the imbued item, you can choose one creature and treat them as being under the effects of the shield of faith spell as long as they remain within 30 feet of you. They do not receive this effect if they are more than 30 feet from you.



Credit for the fantastic table goes to Ziegander! I cannot post links at the moment, but when I get to that point, I will make sure to credit them properly. :)

Joe dirt
2016-02-29, 04:34 PM
pretty cool concept, was wondering your opinion

i am creating a tinker gnome for new game i am in and going to take the conjuration school as my specialty granting me the minor conjuration school specialty to make objects.... would you allow people to use the characters "artificers lore" ability to "see" an object that some tinker gnome or dwarf created in the far past? like for example a flame thrower powered by alcohol (alcohol must be bought) that does cantrip level damage with a possibility of exploding? would you allow any successful craft proficiency checks to "see" an object never actually seen before? would you even allow it to make like for example the music box, fire starter, or clockwork toy in the players handbook on the fly?

JungDeviant
2016-03-03, 10:36 PM
pretty cool concept, was wondering your opinion

i am creating a tinker gnome for new game i am in and going to take the conjuration school as my specialty granting me the minor conjuration school specialty to make objects.... would you allow people to use the characters "artificers lore" ability to "see" an object that some tinker gnome or dwarf created in the far past? like for example a flame thrower powered by alcohol (alcohol must be bought) that does cantrip level damage with a possibility of exploding? would you allow any successful craft proficiency checks to "see" an object never actually seen before? would you even allow it to make like for example the music box, fire starter, or clockwork toy in the players handbook on the fly?

I'm not sure how that is at all related with the OP. I assume you mean the tinker gnome's "Artificer's Lore" ability, not the "Lore Of The Craft" ability for my class? That would be DM's discretion. And I'm pretty sure the Conjuration school's ability only makes simple objects, like the best weapon it could probably make is a sword. But I would have to read up on it.

Anyways, if you're not going to post anything relevant to the class or how it could improve, it's probably better that you don't post anything at all.

I had some ideas running through my head about the improvement of this homebrew and I've been working on it more for the past few weeks.

- Exploits/Techniques: To give the class more options past the infusions, I was thinking of doing something called 'exploits' or 'techniques'. These are special tricks that the artificer can employ at any time, sort of like a cantrip. I originally was thinking that they would only be usable X number of days, like Channel Divinity, but after a playtest with an elf artificer (battlesmith) who empowered his ammo and shortswords, I decided to change how they work, but I'm not sure how.

- Different Higher Level Abilities: At levels 10, 14, and 18, I need something that makes the artificer more efficient in using his powers that his archetype can also improve. My original idea was the 'Wondrous Craft', which would be the equivalent of permanent magic items that the artificer creates, but I also had the idea of 'greater exploits/techniques' that are usable once per day or once per rest.

Once again, any feedback would be appreciated. My plan is to revise and overview some base concepts, then update this post with only levels 1-5. I'm testing the artificer again in a game soon, where I will be tweaking a lot of the infusions.

I can understand that some people might feel that there are enough artificer classes out there, so there isn't much of a point to create a new one. Unfortunately, I feel that every artificer I found is too clunky or too overpowered, they don't conform very well in the game. Which is to honestly be expected for homebrew, but my goal is to create a class that 'fits in' better without feeling like a clone of the other classes. I want the same power, different feel in mechanics.