D&D 5E Artificer Fighter subclass? [+]

I find it helpful to remember that fighters have a resource: how many times they swing their swords, axes, etc. We tend to think of all those swings (at least in a round) as one thing, but if you were to think of them as up to four things as the fighter levels up, that opens up a lot of design possibilities.
 

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I find it helpful to remember that fighters have a resource: how many times they swing their swords, axes, etc. We tend to think of all those swings (at least in a round) as one thing, but if you were to think of them as up to four things as the fighter levels up, that opens up a lot of design possibilities.
That was something I was using for a manoeuvre system for warrior classes, basically most (fighters, paladins, and rangers) with Extra attack could start leveraging it but fighters would, eventually, get access to better manoeuvres due to their greater number of attacks from level 11+. I ended up changing it to something else, fighters will still the best at using them, but no matter what I did I just wasn't happy with it. For an artificer subclass, I could see perhaps altering an infusion on the fly using one of your attacks, like changing your damage in the middle of combat sort of thing.

Barbarians I was planning on giving a shout system, let loose a bellowing yell from the depths of hell when you enter your rage and freeze your opponents in their tracks sort of thing.
 



What I'd do is go for the suggested use of not giving spell slots, but giving infusions at close to artificer progression.
I would also expand the infusions to creating consumables* and add others fitting a fighter and rogue subclass.
More of an emphasis on expanding an item's original purpose, like a grappling hook that can be thrown, or a shield that will grant cover as a bonus action or reaction a few times a day.

I would add imbuements which would allow items to be made or imbued with cantrip or similar effects on the same theme: Imbue a shovel with Move Earth, a whip, flail or rope with Thorn Whip, a sword with Booming Blade a few times a day.

Many of these would require the Use an Object Action rather than spellcasting, and I would give the subclass the ability to use that as a bonus action, and possibly even a reaction.

*Yes, I know that this is the concept behind artificer spell slots: You have prepared healing potions that are used when you cast Cure Wounds etc. These infusions would probably be less efficient than using spells, but not suffer some of the downsides.
 

Could simply give them infusions.

Level 3: you learn 2 infusions, you can use 1 at a time.
Level 7: you learn 1 more infusions. You can have 2 infusions active at a time.
Level 10: you learn 2 more infusions that requires Artificer level 6 or less. You can have 3 infusions active at a time.
Level 15: you learn 1 more infusion that requires Artificer level 10 or less. You can attune to 1 additional magic item.
Level 18: you learn 1 more infusion of any level. You can have 4 infusions at once.
That's what I was thinking, but only 1 infusion active at a time feels too limiting. The Artificer's known infusion to infused item progression goes 4/2, 6/3, 8/4, 10/5, 12/6. I think this guy could go 3/2, 5/3, 7/4, 9/5 and then end there. It would give you a little bit of flexibility early on, but I could put a limit that say you can only attuned to 1 of your infused items at a time? I'd probably throw in the Mend cantrip and artisan tool proficiency as well as some other kind of ribbons later on.
What I'd do is go for the suggested use of not giving spell slots, but giving infusions at close to artificer progression.
I would also expand the infusions to creating consumables* and add others fitting a fighter and rogue subclass.
More of an emphasis on expanding an item's original purpose, like a grappling hook that can be thrown, or a shield that will grant cover as a bonus action or reaction a few times a day.
I could see infusions that, instead of using a single item, would have bundle of items (based on your prof bonus) and the infusion would be considered active until all of them have been used up. Magic arrows, potions, some sort of grenade.

I think the Infusion design space has tons of room for improvement.

Many of these would require the Use an Object Action rather than spellcasting, and I would give the subclass the ability to use that as a bonus action, and possibly even a reaction.
The Thief can already 'Use an Object' as a minor, so pairing one of these artificer fighter with a thief would be pretty cool!
 

Honestly, there are a good number of the infusions that I feel are the sorts of boons fighters should just naturally have access to and be baked into their progression, not all of them I admit, but still a decent half of the infusions
continuing off of this comparing how many of the artificer infusions could serve as classic fighter traits as 'warrior infusions' with minimal tweaking, where possible i'd make these innate rather than tied to an item.

Arcane Propulsion Armor - the only thing i don't have an alternate for, leans too hard into non-fighter themes to really translate easily?

Armor of Magical Strength - Herculean Strength: swap the INT bonus to STR and you're done.

Armor of Tools (UA) - On-Hand Equipment: you can produce 1 set of tempoary artisan's tools.

Boots of the Winding Path - Hasty Retreat: provides 20ft movement as a BA but you have to retrace your steps.

Enhanced Arcane Focus - Technique Mastery: increases the saving throw DC for any form of fighter class maneuvre or action(like a grapple.)

Enhanced Defense - AC bonus is applied to any armour/shield you wear.

Enhanced Weapon - to-hit/damage bonus is appled to any weapon you use.

Helm of Awareness - Heightened Awareness: no changes other than just not an item anymore.

Homunculus Servant: - Warrior's Attendant: you get a NPC lackey, pick from a selection of statblocks and traits.

Mind Sharpener - Greater Indomitability: gain extra uses of indomitable.

Radiant Weapon - can be used with any weapon rather than a specific one.

Repeating Shot - can be used with any ammunition weapon rather than a specific one.

Replicate Magic Item - no changes, maybe call it 'Craft Magic Item', i know having baked in magic items to progression is somewhat controversial.

Repulsion Shield - Defender's Push: can be used with any shield rather than a specific one.

Resistant Armor - Inherent Resistance: gain a resistance to one of the damage types.

Returning Weapon - Boomerang Throw: can be used with any thrown weapon.

Spell-Refueling Ring - Deep Reserves: once per day you can use one extra use of either second wind or action surge.
 

Mechanically it would end up with a spell-less Artificer, I don't think they would create a class where you need a fully stocked and equipped forge to work your class features.

That was basically my idea with the consumable user, but trying to make more unique effects so they're not just the basic stuff.

Ideally you should be able to play Green Arrow with that subclass :p
So, Arcane Archer?
 


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