D&D 5E Different Artificers

Tonguez

A suffusion of yellow
Haunted One - the Haunted One is a beacon for ghost, they gather around her and sometimes, if she acknowledges their presence, they help her do things, protect her from harm.
  • Imbuing small objects is a poltergeist effect
  • Arcane Canon and Steel Defender etc are replaced by a Shrieking Ghost
 

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Alchemist -> Tattoo Artist. You draw tattoos onto yourself or others that are infused with magic. This includes your prepared spells and what was the alchemical elixir. The tattoos can also be placed upon objects, giving them effects similar to infusions.

Armorer -> Ironheart. Your blood is amazingly durable, granting protection like armor. Using your magic you can alter your blood in strange and exotic ways. Warning: allies being gifted objects infused with your blood may become uncomfortable.

Artillerist - Elemental Bender. Instead of an eldritch cannon you enter a totally-not-the-avatar state giving you command over flame (flamethrower), earth (force ballista), and water (protector). Air shows up at level 15 to grant cover. A better bender the 4e monk?

Battle Smith - What vincegetorix said.
 

At the end of the day, the Artificer is a character that can imbue items to get special capabilities.

A Thri-Kreen crystal adept whose gythka thrums with psionic power accompanied by a force construct looking like a semitransparent dragonfly with a chunk of amber at its core.

A lizardfolk who traps the spirits of its prey into fetishes made out of their bones and sinew, and their essential qualities in other organs. - Do you want that combat buff enough to eat the barbarian heart they just handed you?

A halfling lifeshaper who has warped many plants into useful forms. They carry come wit them to harvest the seeds and fruits, and others they have grown on their body, nourished by roots that burrow into their veins.
 

Laurefindel

Legend
I'm not sure they're new given they were developed when 3.0 was transforming into 3.5 but mage-punk is the Eberron flavor. I made a war baker who discovered magic recipes while baking. I used alchemist and every effect involved cupcakes and/or batter because it was the only way he knew how to draw out the magic.

The alchemist is easy to use as a more traditional potion chucker, and mad science or gothic horror can be used. Artificers draw magic out of items. Flavoring those items is open.

Any form of the gadgeteer trope can work.
I’m currently running Girl Genius as an Eberron D&D game. Only the “Gilgamesh” character plays an Artificer (others are hexblade warlock and dragon sorcerer/tempest cleric multi class), but it all works surprisingly well.

Back to the OP, the artificer can be refluffed as a runecaster-type character with a viking flair rather easily. eldritch cannon and steel defender can be refluffed as animals or magical creatures.

A spirit-binder or demon-binder concept could fit too, and so would a prop-dependant hedge-magic magician or witchdoctor character.
 

Warpiglet-7

Cry havoc! And let slip the pigs of war!
At the end of the day, the Artificer is a character that can imbue items to get special capabilities.

A Thri-Kreen crystal adept whose gythka thrums with psionic power accompanied by a force construct looking like a semitransparent dragonfly with a chunk of amber at its core.

A lizardfolk who traps the spirits of its prey into fetishes made out of their bones and sinew, and their essential qualities in other organs. - Do you want that combat buff enough to eat the barbarian heart they just handed you?

A halfling lifeshaper who has warped many plants into useful forms. They carry come wit them to harvest the seeds and fruits, and others they have grown on their body, nourished by roots that burrow into their veins.
That lizardfolk character…

I think that could work for a witch from a swamp in general. Add in some voodoo dolls with those fetishes.

yuck. Devices made from fallen enemies….

nice. I am still thinking of infernal devil magic which easily could incorporate that too
 

That lizardfolk character…

I think that could work for a witch from a swamp in general. Add in some voodoo dolls with those fetishes.

yuck. Devices made from fallen enemies….

nice. I am still thinking of infernal devil magic which easily could incorporate that too

It would play into the description of lizardfolk being resourceful craftsmen. I think it would be great and flavourful. And if you think it's yuck to make device from fallen enemies, imagine what your lizardman player will think of a human (or orther mammalian) adventurer wearing a dragonhide armor.
 

Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
Even such a basic concept as the ''master thief'' works well with the artificer, with the easy access to Gloves of Thievery, Goggles of Night, Cloak of Elvenkind, Rope of Climbing, Wand of Detection etc

Just ask your DM if you can graft the Arcane trickster archetypes on the Artificer (they have the same number of features, so that's easy) and you got a super legit thief-mage with all the right tools for the heist!
 

Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
Same with the ranger, using the more martial oriented artificers. Craft things like Lantern of Tracking, Eyes of the Eagle, Helm of Awareness, Lantern of Revelation, Boots/Cloak of the Elvenkind,

cast your spells using Cartographer's or Herbalist's tools.

Craft yourself a nice Slayer weapon of the type most needed for your ''favorite enemy''

etc
 

Warpiglet-7

Cry havoc! And let slip the pigs of war!
This all got me thinking…well that and the David harbor hellboy playing on the tv in the background….

what about infusing and altering items with religious relics? Like using stone from a once mighty temple of good to make things.

or otherwise, supernaturally evil relics used to infuse and unhallow things that are used.

just another take. Maybe I will make a witch/demon hunter…creative juices flowing. Might have to make more than one artificer to try out…
 


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