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

Bump the upgrade to 15th, so it's seventh and 15 not 7th an 14th.
it would really help if you actually explained your reasoning instead of just telling me to do something

edit: oh i just realised why you're saying 14th, but the fighter getting their 3rd infusion isn't a new subclass feature, it's an extension of their 7th level one and based on the artificer infusion progression, at level 14 artificer gains it's 5th infusion, so the half progression fighter infusion (rounded up) gets it then too.
 
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Battlesmiths would be excellent gishes if they didn't have so much of their power budget tied up in a pet.
That's what I thought, but having seen one in action in my home campaign for a few years: nah. The pet's just a bonus. The Battlesmith totally kicks all kind of butt on their own, and the steel defender is more like the icing on the cake.

I let artificers have firearms, so that does give them a boost in ranged combat, but even in melee the combination of extra attack, being able to use intelligence for +hit/damage, arcane jolt, and spells makes them a really formidable Gish. I think they rule.

Other artificer subclasses, not so much.
 

I'd like to add infusions that are consumables. Items you use, get an effect for 10 min and then can't activate without infusing again.

Yeah, I suggested basically taking a Battlemaster approach but with Infusions instead of maneuvers.

Maybe take the opportunity to add some home-brewed infusions.
Potion infusions would be a really cool addition, and not just for this subclass.
 

Another thing of note is that Artificer still doesn't quite feel like a 'core' D&D class, and I think tying it's flavour to another class through a MC style subclass could do a lot to making it feel more 'mainstream' of a class. Fighter and Rogue are probably the most likely to match well, unless we come up with a Trapsmith Ranger?
artificer ranger would be a seriously sick concept, i think you could also get a pretty neat artificer cleric subclass leaning more into like, a TeamFortress2 medic with healing tech.
 


This is probably a little more steam punk than magical artificer, but I can imagine a clockwork warrior who has replaced body parts with clockwork parts that let them do different things on and off the battlefield. Something like clockwork legs that allow for greater run speeds and jumping distances, arms that can convert to get weapons (like the transformers movies). Other features would have to build on it.
Inspector Gadget!

Though seriously I'd like a sort of "Powered Armored" fighter ala 40K, the Power Armor of the Barrier Peaks or the fighting frame of Edge of Tomorrow would be interesting. Basically a mini Mighty Servant of Leuk-O.

Pulling some of RWBY with the custom weapons as artifice implements would be interesting, not only being reconfigurable as melee/ranged but also having spell effects built into them as a sort of omni-item.
 


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
 

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.
 


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