I once made a lizardfolk alchemist artificer who was a chef, and reflavored all his spells around that. Firebolt? Chili sauce. Acid splash? Vinegar. Summon water elemental? Meet the living soup. I also had Purify food and water prepared all the time, and my party members learned very fast that you should never think about two things very hard: where are the corpses of all the monsters we kill and what kind of meat is that in the soup :)
This is beautiful! I'm finishing a warforged artificer I made, flavored around electricity and I'm having trouble with the spells because it seems like they will feel the same. Now using cooking recipes and ingredients is genius. I'm totally stealing that idea in the future.
For me, my favorite artificer was Tim the kobold. He's largely a scrapper like you mentioned in the video, but there's a bit of a twist to the magical nature. You see, Tim came from a den that revered and worked for a green dragon, Xarthosan, who was an avid practitioner of conjuration and transmutation magic, so much so that the dragon was known as the Life Giver, for his ability to breath life into anything. But as it happens with most dragons, magic radiates outwards from them and warps the things around them. Tim was no exception. Whenever he creates things, more often than not out of scrap because he's a kobold, that magical energy flows through him as well, leaving much of what he crafts semi-sentient, especially his robotic companion, Tiny Tim (a robot styled after a riding drake, and as in fact, much larger than Tim the kobold).
I actually made an artificer who was a "renaissance man," traveling the world learning any skill that fancied her. Late in her life while experimenting with thinking machines there was an accident that caused her to be trapped in her own creation. The soul trapper sounds like a great way to flavor their casting.
I love the Artificer Class. It's quickly become one of my favorite. The one I'm playing now is going for Battle Smith. but secretly my plan is to continue to change the Steel Defender's form so many times that I become that much more knowledgeable in anatomy as my goal is to slowly replace myself with mechanical parts and become a Warforged/Cyborg to extend my life. I have shit to do and not enough lives to do it in and Liches are so....sticky and smelly I needed to find another way to achieve my goal lol
I had a Kobold Battle Smith who didn’t make any magic items- he was a rock hound and would NOT stop collecting rocks all the time, and his companion was a statue of a knight. He would just do superstitious magic stuff with certain rocks and throw them to cast spells. DM was cool with me using valuable gemstones for infusions instead of other items
My battlesmith was taken as an early age and indoctrinated into an elite military operative. He trained a wolf assist his unit. He job in the unit was long range support, navigation, and was cross trained as a medic. Eventually his unit was sent on a dangerous mission that only he and the wolf survived, though were badly wounded. He used his knowledge of tech and medicine to augment both him and the wolf to compensate for their terrible injuries. He uses his infusions to protect his wolf and support long range. He also is skilled with cartographers tools and has a nack for creating 3d holographic maps.
Some Ideas for Artificers: The Codex: For this one, grab two levels of Bard for Jack of All Trades then go all out, Artificer. Grab skilled feat for extra skills. Now grab Armourer Artificer. You have the ability to download information into your brain through your futuristic technology. Now time to start learning, well everything. The Forger: You are not an inventor. You are a copycat. You are able to make convincing duplicates of just about any item. You may lack creativity, but with all the creative people in the world, you don't need to come up with your own ideas. You could be copying a painting one minute, replicating a sword the next, and then crafting a blaster cannon. If someone else has invented something, you can craft it. If it hasn't been invented, well you're out of luck. The Gunner: What if your spells were special bullets that were fired from your gun. Healing spells are healing bullets. Maybe a poison spray is a poison bullet. With a Handcrossbow you could fire bolts as a bonus action, allowing a spell to be cast and a bolt to be fired on the same round... The Leader: You do not craft your items alone. Each party member helps you out with crafting items. If there is a Druid or Ranger at the party, perhaps they help you with crafting potions and poisons. If there is a fighter or Barbarian in your party, perhaps they help you craft weapons and armor. What spells and infusions you bring to the table are the result of the party discussions. This promotes teamwork and can be a great way for a beginner player to actually learn the ropes of D&D. For skills Persuasion and Insight. Also, grab the Inspiring Leader Feat. The Musician: This adventuer came across a musical instrument with an intriguing power. By playing certain tunes, items would be conjured from another plane of existence. The spells are items or creatures conjured from other planes. A healing spell could be a potion conjured from the planes. Maybe your Fireball is a grenade conjured from the planes. All of the Infusions are also items conjured. Your Musical Instrument is your main proficiency. Grab proficiency in Performance and grab a Musical Instrument Proficiency. When you're not using your instrument to conjure items and creatures, you can also earn some pocket money entertaining the masses. The Painter: You have a canvass that you paint on. Items and creatures you paint are conjured into existence. Pretty much the same as the Musician but instead of using a Musical Instrument, you are doing some painting. For the aesthetic, it also helps if you grow an afro and paint some trees.
I’m currently playing a Rock Gnome Battlesmith Artificer named Nim. He’s a researcher/scribe that started with calligrapher’s supplies. His magic was scribed to paper origami. His steel defender is crafted into a velociraptor looking thing (story here) that he uses as a mount. Lots of fun. He’s a total nerd.
I played a artificer who was a treasure hunter and found ancient blueprints in a different language and his designs took on a more Egyptian ascetic and his new inventions was him learning how to translate that part of the tech (artillerist and his cannon was a scarab backpack with a shoulder beam it could turn into a small sized scarab robot)
Oh no! Now I feel less original 😅 Well the Scarab Beetle is a nice stylistic touch. My homonculus servant is a Tressym because my Artillerist started as a toy maker. I'm still settling on aesthetics for my Air Genasi archaeologist. Any suggestions
I have done an artificer who was a candy maker and another who was a parfumeuse. Both of them are like some of my favorite characters I have ever built.
My favorite artificer to play was Stitch, the changeling fashion artificer. Similar to your modifier idea they focused on weaving arcane patterns into their garments and accessories. I also combined it with a different idea I had of a swiss army knife, where each changeling persona was heavily associated with one of the tool. I always think it is such a shame to keep your artificer in the steampunk and hard metal tech, while craftsmanship can take so many forms, so glad to see you took a wider approach as well.
hey i play a glamour bard much like that character! Theyre a changeling who had to learn how to create clothing to fit the different personas they took on and eventually grew a love for fashion.
An idea for an artificer I have is that all of their powers come from an artifact that grows as they do. As you travel, you slowly learn more and more about it, with one of the first things being it can bless objects with magic. I came up with the idea for when I reeeeally want to play an artificer in a game, but there is little to no technology.
My first artificer was the MacGyver type. Always picking up odds and ends to fashion into magical trinkets or spells. "How did MacGyver make a bomb out of an empty can of paint, tap water, a toothpick, and a florescent bulb?" That is what I wanted the other PC to wonder when my artificer did his work.
A modified sky pirate is a artificer concept that i have brewing in my head for the last few months. As many versions of an artificer in general, this obviously would require some steampunk elements in your campain setting. For my world, sky ships where only recently developed, and therefore a brave new world for ripping of the technology to create makeshift pirate sky ships, crew it and plunder regular trade lines. The idea is to focus less on the swashbuckling and daring parts of the typical pirate. In battle she (my character identifies as female) tries to stand behind to support her fellow crewmates from afar. Instead the character is pretty much the main engineer on our give pirate ship. It is her primary job to keep the rough, barely functioning ship in check. So she is all over the ship, looking for parts in disrepair, even high up in the sails, or even at the outer hull. To make the flavor work better, i gave her 3 levels of rogue/thief (NOT proficient in Stealth... *sigh* ...such a creative build ;-) ). In my opinion the better climbing and jumping ("Second-Story Work") and the option to use objects with a cunning action ("Fast Hands") really fits well with the flavor. All the other levels go in into artificer. Subclass does not matter to much, so i went with alchemist. Grabbing an flying homonculus (a clockwork moth in my case) to better reach spots on the ship, my character cant go herself, or giving me advantage in fight, for that sweet sweet sneak attack. I imbue my ranged weapon (hand crossbow, or if you DM allows even a pistole) with "Repeating shot" for infinity ammo. In case it gets tricky up there on the ship, i usual have feather fall, jump or fly prepared. The Sailor background easily can be applied for sky ships, and a "keen mind" feat (aside from it actual use) feels just right for our little engeneer/pirate to remember all the details on the ship, what is not up to the blueprints in her head. To finish that up, i made her an young human woman in an arabic style. Like the Magic Character "Saheeli Rai" with an more rough/street kid vibe.
Vivimancer is a bloody (heh) splendid idea for a fey hag influenced character, I've considered the Artificer putting ACTUAL eyes on the fighter's shield which watches for threats and pulls the shield arm to meet it
I'm a forever DM, so when I got the chance to play a game I went all out with my artificer! She was a battle smith who saw out rare and powerful animals and creatures then instead of infusing tools, weapons, etc. She imbued these creatures to enhance them beyond their normal capabilities! She would tame these creatures over time then they listened to her. They were a reflavoring of spells and infusions. Even the "steel" defender was a wooden kinda natural looking creation that had copied abilities from all the creatures. So for example, shield was a tortoise who usually chilled on her back (just like Master roshi) and his special trait was to defend people. (He was the shield and sanctuary spells) and I had a puppy that gave people inspiration to fight (heroism) and so on..
My favorite was the flavor was I'm purified food and drink... It was a worm I named Silk. He had the special property to slither around inside food and remove any impurities. The point of the characters was to be kinda nasty (prefering to be covered in dirt and mud etc.) So eating after a worm slimed through was normal for her. The other party members took some time to get used to it XD
Oh my gosh I love the nature one, I actually made one a few weeks ago who was a mastermaker who had augmented themself with plants aswell as created an army of plants with that I’d created with pots of awakening
I love this! My current character is an Edna mode style eladrin armorer artificer, and she is working on making the perfect line of clothing to market to adventurers. Her party functions as her guinea pigs for new creations. She uses special thread made from her feywild silk moth to add runes to her clothing designs and imbue them with magic.
@@TheClericCorner She is! I’m a theatrical costume designer and she was my creative outlet when theaters were shut down due to COVID. I draw and design all the magic clothing she makes in game😂
@@hemmelgarndesigns no way! That's awesome! Do you do them for the other players at your table too? Also, I loved theatre growing up. Lysander from midsummer's was one of my favorites.
@@TheClericCorner yes, I do! I give them design sketches of any infusions I make for their characters and I’ve done a couple full body portraits for their characters. I love Midsummer (and all Shakespeare) I’ve designed costumes and makeup for the fairies in that show for a college production and it was so much fun!
The concept I have for my Gnome Artificer is basically a mix of the scrapper and tradesman. He was a merchant before adventuring, so he was familiar with magic items. But he decides to leave his caravan to acquire items directly instead of needing to buy them from somewhere to flip and sell later. His Rock Gnome tinkering traits combine with merchant knowledge to become an artificer, with most of his spells being small clockwork gadgets he crafts from scraps and clockwork bits. It's more of the pocket watch / windup toy range of clockwork, since I'm not a big fan of full-on steampunk. He'll eventually become an alchemist, and adds chemicals to his gadgets to boost them. His homunculous servant would have a furnace of a gut, that he can feed scrap parts to and get chemical-filled gadgets spit back out. For example, a clockwork egg filled with acid he can "launch" from his crossbow (acid arrow). His elixirs would be wind-up animals (one for each type) that climb into his reagent bag and eat some ingredients. The next morning, one jumps out and empties its bladder of whatever elixir was fermenting in its belly.
My artificer playstyle was a massive reference to everything. He studied other classes abilities. Cure wounds? Healing gauntlets, inspired in paladin's lay on hands. Also, as an artillerist, had a magic gun, all my attacks were flavored as enchanted bullets, firebolt was an explosive bullet and ray of frost was a freezing bullet. Also was kinda otaku, as some of his inventions had some ultra man o kamen rider reference, our monk needed to pose like ultraman to cast enlarge, since it was a Aaracockra, I calles the belt: Garuda System!!! (So it transformed into a Garudamon-like creature while the artificer laughted like a maniac) So fun to play.
I've been tinkering (pun mostly intended) with a Battle Smith Artificer sort of urban bounty hunter. Lots of control spells and her Repeating Shot Hand Crossbow.
My favorite artificer character of mine is an apocalypse-punk battle smith kobold whose steel defender is a Mad Max-esque buggy. When I do play him, down-time would probably have him working on the buggy in the background until level 3 when he finally gets that "it's done" moment where he slams down the hood, hops in, and takes it out for a test/joyride!
a dnd character i had is similar to scrapper, shes a homeless child who has found how to make junk into arcane catalysts, she has 3 cantrips to start with because of spell sniper where she has ray of frost, shocking grasp, and produce flame, and tne way she casts those is she has a copper wire and a glass bead as a ring around her thumb, she will hold her thumb similar to flicking a coin and a small gray orb will appear and as she flicks it up she makes a sound similar to the element, for produce flame the orb turns red and grows into a palm sized fireball, ray of frost it turns white and she taps the back with her thumb to shoot it off, and shocking grasp it turns blue and she opens her palm as it turns into a glyph on her palm that she then uses to touch someone, i also had the idea of giving her the feat for sorcery points to get twined spell and probably subtle spell, later on she will be an artilerist so eldritch cannons
I also made a character who was a lot like your craftsmen artificer but a rogue who was a cobbler and had his tools and a dagger hidden in his boots so they couldn’t be taken away, he even belonged to secret society of tradesfolk
I have an artificer who died as a child and his father brought him back as a Reborn. His dad taught him everything and now he's his own battle smith who looks like a child and rides his steel defender. Level 6 with AC 20 and with mounted combatant the first attack against him every round has disadvantage.
I have a concept brewing of an artificier similar to the ancient tech one you mentioned. they found an ancient technomagical creature in some ruins of a long forgotten civilization and restored it to learn about and study it, and in return for bringing it back to life the creature grants the person some of it's power. The creature would be a combination of the Quandrix mascot, steel defender, and homunculus servant for a truly strange and powerful being.
I'm working on a lawful evil rock gnome artillerist PC named Ignatius, he's a traveling mining exchange and "art" merchant. He's basically a mix between Scrapper and Guild Artisan, but all his creations are "art". He spent a good few years in the Underdark where he fell in love with a drow matron mother, she told him they could only be together if he became nobility with significant power and resources to win a war against her rival Houses. So while the campaign is going on he's gonna be looking for a powerful noble with no heir to assassinate with "art".
The artificer I'm currently playing is a homebrew class (Gunner) who is constantly tinkering with everything. She turned a clockwork canary into a homunculus servant without having the infusion (DM's very generous), and is constantly using science! to make chemical grendades of various effects (flashbangs, frag grenades, smokebombs, etc).
Thinking of playing a Will Ferrell-looking elf whose goal it is to get to the North Pole and apply for a job at Santa's workshop. As a little kid, he kept hearing stories about Santa and his workshop full of elves but he never once saw Santa come down his chimney and give him a present. And so growing up, he vowed he'd prove to Santa that he indeed was a good boy and show Santa that not only was he worthy of receiving a gift from Santa, but he too could be one of Santa's toymaking elves. Specifically made this with Artillerist in mind so that unlike a Battle Smith, he would be focused on creating many different toys and not just one big toy. Some samples of how I'll flavor the Eldritch Cannons: 1. Flamethrower - dragon, Godzilla, Charmander, Human Torch action figure, a spaceship blasting with its thrusters 2. Force Ballista - toy soldier, Green Arrow action figure, a Gundam, a pirate setting off a cannon 3. Protector - a teddy bear that says "I love you", an Etch-a-Sketch with a motivational poster drawn on it, a music box playing a pleasant tune, a tamagotchi.
A buddy of mine made 2 very specific inventions that were very useful. The Spring Step Boots A pair of spring shoes that double the wearer's movement speed and jump distance (vertical or horizontal) When used in conjunction with the Jump Spell and Feather Fall we managed to cross a 40 foot canyon with only minor injuries and even prevented a death via fall damage. The main weakness was the DM implemented was that after 2 uses the shoes would break and need to be replaced. But anyone could wear the shoes, so they were pretty useful. Second was the Oil Gun. It operated like a squirt gun only with oil. We used it for a quick getaway by spraying the ground behind us for defense and difficult terrain or sprayed an enemy and lit them up like a bonfire It could hold up to 10 gallons of oil but required a 24 hour recharge after each use
I'm currently trying to make a artificer and I'm thinking of making the soul one or a ancient artificer or a trade master artificer but they are a brewer. They want to make a cafe. I feel like the soul one would be pretty cool lol
Haven't finished the video, but I feel the need to share an NPC artificer in the work campaign I'm running. On a penal colony, covered in dinosaurs, Vartek the Clever discovered a way to take the bones, sinew, flesh and feathers of the primordial beasts surrounding him to craft powerful magical items in preparation for the day he will be able to take his revenge on those that exiled him to this hellhole.
My current favourite character - tiefling artificer - uses glass shatters or gemstones pumped with raw arcane energy to make things. Like he has a crossbow stock with couple of these glossy things to accelerate little pieces of glass to make a piercing damage like it is a railgun. Or if he wears heavy armour, which provides disadvantage to sneakness, those crystals vibrate and make something like an active noise cancellation to noise which this armour provides when character moves. Or, depending on circumstances, makes something like active camouflage. And besides he can heal or do quite a massive damage on single target with his spells like a Catapult.
I actually have a Battle Smith Artificer/Freedom Paladin with a WHOLE lotta baggage.... when I originally made her though she was a Rune Knight Blacksmith who would enchante her own armor and weapons.... and if you manage to get into her good graces she'd make you magic items too, which has carried over to her newest incarnation.
One of the character's I've been theory crafting (only so many games at once, you know) is an alchemist artificer who's aesthetically and thematically a bit like a witch, in part because it's way easier to get into the potion crafting caster theme with an artificer than a wizard. She's also a potion maker in her backstory, and also uses glassblowing to make her bottles. She's neat, and I hope to play her someday.
Actually, I find it a bit easier than other classes. An old timey witch is classically known for both her magics and her potion brewing,, and they're very good at making magical little knick-knacks to help them. Artificers are also good at making magic items, and so she can very easily, with some time and coin, make her broom. And then I can either take a feat to get find familiar, or use an infusion for the homunculus, and she'll have her little arcane assistant! I've had a lot of thought put into this, and also I feel like she'll be a fun team supporter, since alchemists get a boost to healing.
@@sagesmith1734 I meant reflavoring in general, not the witch and artificer respectively. But laying things out like that, it does seem like the perfect fit!
@@TheClericCorner Fair and understandable! I generally love to reflavour and rework things, so I find that, with a bit of work and a goal in mind, it's not too hard. For me, at least, but I like to think about this stuff a lot!
Two of my favorite artificers were very weird... Which I know is like saying two of my favorite Wizards were very smart. The first was actually brought up by you earlier, a nature Crafter. He was also a lizard-folk... but he wasn't really smart. Didn't really understand how what he was doing worked. He just knew that the thing that was biting him was putting poison, so if he puts enough pieces of into the weapon the weapon will probably do poison damage. The second was a warforged goal of who was convinced that flesh matter was inferior. He would constantly offer to upgrade everyone from members of the party to random strangers on the street. It turned out this was from a bug in his software because the directive he was last given was to help people survive. And Stone last a lot longer than flesh.
Omg! I made a "spy artificer" for an Eberron game. Their secret agency was The Trust since it existed in Eberron already. His spells where limited use gadgets sent to him by currier (or secret dead-drop) each morning.
Similar to your Ancient Tech idea, I had one about an Artificer who stumbled across a bag of holding that held the hoard of a dragon or he was friends with a dragon and all the infusions and spells were magical trinkets from the hoard!
Another type of Artificer could be the Symbiotic entity. A piece of alien or ancient sentient tech has bonded to your character. In this the character is just a normal person not that smart or fast or strong etc but it is the symbiote that is the genius and you then have to work together to achieve your and the symbiote goals.
I am making a battle smith who is a battle medic and chef, healing through the food and drinks he makes and is an herbal alchemist so he makes potions that are like tea and party cocktails but of course, I love steampunk so he also makes his own cookware with his blacksmith's tools. when he started his career he was just a simple locksmith and repairman while trying to figure out what he wanted to do with his magic. Also his steel defender is a goat to reflect his younger years as a goat farmer on his family farm where he loved learning to cook.
To give a little more love to the armorer subclass, I have a character saved up that was a legendary hero, immortalized in tales of their epic deeds and feats of strength, but lost that strength with age and has since created a suit of armor that would allow them to continue their story.
Also made an alchemist artificer who's mother was a literal Hag (used one of the Strahd lineages) they carried a special cauldron around that shrunk for ease of carry (untill an accident but that is another story) he would brew potions useing gross stuff inspired by spell components and the lineage itself. A potion of flying might have an un-hatched baby bird in it. Invisibility would have skinned chameleon in it. The players would not have wanted to know what went into a healing potion. I would do this for spells too. Disguise self was a leather mask stitched together from different.... well..... different races. (It was a gift from his mom! HE didn't make it) Sending stones where his teeth... And so on... I don't normally play this gross and gore filled of a character but it suited the campaign and the other players where fine with it. Even thought it would be fun.
I had an idea for an artificer who invented hygiene products. Toothpaste, soap, shampoo etc. but when he offered it to the queen she got offended and accused him of saying she smells. Thus he had to flee.
I've made a Dwarven Artificer with special focus on Stonecrafting (inspired by the Stonecunning racial trait) and is on a quest to discover the secrets of crafting golem and other constructs. And has taken the Battlesmith subclass and my steel defender is Flavored as a medium rock construct
Dragon Gods, 5E really gave the rear admiral to the Artificer... Im playing an Artificer in a 3.5 game with 2E game elements... He is a Master Artisen with a backstory/profession akin to Indianna Jones...he's a Tenured Professor in Thronehold, but volunteers for expeditions for the Academy into Xen'Drik (He's from Eberron, if ya couldn't tell). He can make anything...he is an Advanced Generalist... (EDIT: Forgot to mention, the inspirations for the character have been Thondred, Tonal Architect Cegranac, The Mandalorian Armourer, and Primarch Vulkan...with musings from Doctor Who and Stargate/SG1/Atlantis) Craft Improved Homunculi? Check Craft Wands, Rods, and Staffs? Check Craft Magic & Non-Magic Weapons and Armour at Masterwork level? Check Craft Wonderous Magical Items? Check Craft Rings? Check ...He also has the Eberron 4-rings feat, so has 4 MULTI-ENCHANTED rings (Tongues, Evasion, Sustenance, Master Artifice), Tessallated Firebrass +2 Heavy Plate Armour with Death Ward (Think Iron Man's nanotech armour, Soulfire), A thrice-enchanted cloak (minor displacement, starmantle, and +5 resistence), an Infinite Scrollcase (can hold 50 scrolls), and a Spear-tipped Staff containing a Medium Fire Elemental that 50 charges to produce either scorching rays or wall of fire...with the Searing Metamagic (burns target through resistence AND immunities)... Oh, and he has a "Sonic Screwdriver" that gives a +5 on openning locks and disabling devices...like traps. ...My Artificer is lvl16. Oh, and he has the Attune Magic Item feat, so he gets a +1 to any magic item he uses for more then 24 hours... Now, Dont get me wrong, 3.5's floating modifiers is a dislike of mine, and the fact that WotC would publish stuff without playtesting in the final years of its run was...a bit BS; but as anyone whose played Pathfinder can attest... the system is good; and for the most part, far better put together then 5E was. I dont wanna dunk on 5E too much, but it is a bad system; and alot of these "homebrewers" and "creators" making "D&D clones"; should just go try another system. Their are systems that do 5E better...MUCH better... like Fantasy AGE. Their are systems that do Narrative better, like Cypher System. And their are systems that do scifi better...like Traveller! ...not to mention...you dont need to turn 5E's system into [popular media franchise]; because 9/10 times, someone already did... and they probably have decades more experiance then most of these "new" creators do at creating a game system. There's already a Dragon Age, Star Trek, Star Wars, Conan, Lovecraftian horror, The Expanse, Fallout, and whatever else TTRPG out there...alot by Modiphius.
I have a concept of an artificer in the works Gormark Fragbelt Once a simple blacksmith after going to a part and getting significantly hammered he ended up at the local scrap yard making weapons. When he awakes he finds himself covered soot, dust and metal bits and bleeding from his head. In his drunken haze he made dozens of items, some working and some not. With his new out look on life and spring in his step, he vows to use everything to their highest purpose Tl DR imagine a 40k ork in the body a dwarf
My DM let me make a Warforged Artificer for an open-world-esq Waterdeep setting. The idea is that they were a human who transfused their soul into a mannequin/doll body to overcome their mortality, but it shattered their mind in the process, twisting aspects of their personality into a more dark and evil reflection of what they once were. With no access to their original knowledge or memories, they start their magical career over, creating more puppets in the forms of Steel Defenders and Homunculus Servants, transmuting the corpses of humanoids (more of a flavour thing than anything else) into them so they might share her 'blessing'. Occasionally, they put on shows and performances alongside these transmuted puppets, leading them to have the Entertainer background.
I have an artificer with kind of Sorcerer origins for my abilities. My father passed down these like magical tattoos that appear to be thick threads all over my body, they move like water, being shaken with movement and calming down when I’m still. I can take these tattoos and pull them off of my body, I then sew these threads into objects to imbue them with magical properties through the “weave” of magic in the universe. Tying certain knots and thread patterns make’s different effects. So I still have to use my intellect and knowledge of sewing to be able to better cast. I’m also an Armorer so I sew my heavy armor into myself to turn it into my arcane armor. Thought this was a good way to implement the Artificer into a low tech world while still having a common trade I use every day
I think a Rune Mage or Rune Priest subclass would be perfect for the Artificer. With the new Player's Handbook, I think something like giving you the choice between infusing the runes into a weapon or simply into stone to act as a conduit for its magic would be amazing. Additionally, a Biomancer subclass would go hard. An artificer who infuses the magical essence of monsters into themselves & objects would be cool.
puppet master. similar to toy maker. especially with the artillerist makes for some fun options. jack in the box that fires a rocket or gout sparks like a firework. have a puppet use the magical firearm.
the Weapons Engineer Artificer that wants to make sweeping advancements like the Haber-Bosch Process, or make a ballista missile that has a bag of holding and a portable hole forced into each other on impact.
Personally, my Artificer was a Pseudo Druid. She was Ashland The Oldstrong, current Scion of the Old Power. The Old Power is a semi-sentient echo of the first words of primordial creation, and as such its Scions are capable of accessing that power of creation and command to preserve and protect the world. She was a Battlesmith and used a bow, fighting along side her faithful companion the Iron Elemental, Fe.
What about something like the Geometer prestige class from 3.5? Their arcane focus could be a sort of magical calculator or a "blue box" used to "phreak" the Weave.
The rambow artificer multiclass dude was conscripted into the guard of his country learned how to be a ranger then learned unarmed combat but he chose to invent a multi barreled belt fed autocannon that uses spell rounds fired with black powder the rounds are common copper but runed with the spell magic missle or chromatic orb either way hes also carries a tube cannon that fires a copper round that is runed with mass fireball when it impacts on target
I just wish there were more official quality subclasses. Not every artificier fits the four we have, they just feel as if we had only three druidic circles: wildfire, stars, and spores. All are great, but a bit too specific to let you create any druid you want. I feel like we need one general artificier subclass (similar to berserker barbarian and moon druid - simple, but give a lot of empty canvas for flavor) and a few more specific ones, maybe a vehicle subclass and some others
Got an Armourer who's works are psionic in nature. Equip Armour in one action? Psionics, the other characters see each piece rise into place and fasten themselves. Arcane Armour replaces limbs? Psionics, the Armourer is controlling his replaced arm with the power of his mind. Flash of Genius? Psionics, help the rogue pick the lock by influencing the picks with psychic power. And yes, he has the Telekinetic Feat as well, so he skins creatures, writes arcane sigils for enchanting, and various other tasks using mage hand and a homunculus.
Maybe the ancient tech is you from the future going back, and the fist tech you find is the time machine he used, it is also your goal to reverse engineer the time machine. Then you go back and leave it were you know you'l find it.
Clicked on a whim and was pleasantly surprised. The vivomancer is rad and very Simic Combine from Ravnica. Makes me sad there isn't a subclass dedicated to that kind of bioengineering.
For the Toymaker, all I can imagine is a small Tabaxi, or an Autognome, shaped like a Tabaxi, Battle Smith with the Criminal (Spy) Background that rides around on their Steel Defender, shaped like a giant toy, and hands out fortunes via Prestidigitation as apart of their cover as a fortune teller... Nah! That would probably never work. 😉
My brother is playing a battle smith that only uses organic material in his creations, by organic means flesh. His battle smith companion is a man sized flesh golem named pickles
Hi I am actually doing research for my character that I am going to be playing in a upcoming campaign his name is drace the kolbolt and he is a artificer artillerist working alongside is best friend gun-slinging con artist in this campaign drace will be supplying most of the weapons and items for the campaign as well as personally upgrading his gun-slinging companions weapons over the series of the campaign. he is a very naive but also very intelligent character who doesn't really know what personal space is and will snach something out of your hand not to be mean but because it's collected his interest. His family was murdered in a raid when he was young when he was living in a Cobalt and orc town and because of that he vowed to never let somebody die again, so he is working on perfecting the clone spell so anyone he loves will never die again and he can bring them back good as new or maybe even better. As for his character design he is a 4 ft tall red skinned kolbolt who runs around with a pepperbox in his hand as well as his artillerist Cannon that looks like a pepperbox shotgun all while skittering around on a pair of spider legs mounted on his back much like the Iron Spider which brings his movement speed from 15 being a kolbolt to 30 so you can keep up with his group.
@@TheClericCorner thank you I'm glad you like it I'm excited be especially because this is going to be one of my first campaigns and I want to put all my passion into this character
I've been thinking about this for a few weeks now, and I wonder if Artificers would be more mechanically interesting if they were full casters, but they handled spell slot progression similarly to the way Warlocks do. This would give them less spell slots overall, but more middle tier spell slots. I think this would fit better with the flavour that you are crafting contraptions to cast spells for you. But unlike Warlocks, your spell slots won't recharge until you've finished a long rest. I would leave the short rest recharge as an unique benefit of the Warlock. Instead, I would put more emphasis on infusions & the crafting of magical objects to hand out to your party members. I would also tie cantrips to infusions, so that having a cantrip prepared to use that day would mean giving up an infusion slot. I just wonder if these would be good changes or not.
These are some great ideas! I just created one on Beyond because they seem like such an interesting and varied class. You mentioned tattoos and I've wondered if there was a source for them in the rules? I haven't play a lot of DnD yet so I'm not sure how to get them. They seem like something right up an Artificers alley between their infusions and spell storing ability I was honestly surprised when I didn't see anything about Tattoos in their description.
My artificer is half gnome half tiefling Her name is Navia Lockwood, she’s bubbly, spunky and has a habit of causing chaos (loves explosives) also got a toad familiar named Spud
vivamancer...grafting animal pieces? time to create a dr Moreau Esque NPC who lives in the city sewers with his animal men. I'm definitely stuck in between in the scrapper camp with my Trucker wizard, Ken Tucker and my king Arthur as a gunslinger/ ancient tech/ modifier artificer camp for my next campaign
@@TheClericCorner tbh I think alot about reflavoring for my games but can never really put it into words and I think your videos and examples help alot either by marching a concept to a flavour or just inspiring me to think differently. I've also been using some of your videos to help some of my newer players with their concepts
@@stugod5000 That excites me so much!! I feel like so many feel obligated to the written rules and lore, but I'm glad your advocating creative freedom. Your players must love you as a DM!
I have a character thing I'm going to call 'the accountant'. It is a character that I made to run a tavern' upside- the party will have a lot of money, downside- I will be 4 levels lower than everyone else, why the classes I'm picking for this character is what I am going to make my main when I play this character ( ?? Level rouge) and two others (2nd level cleric and 2nd level artificer).
Hey, can you do a vid for battle smith artificer? Currently have a character from the 1920’s thrusted into another world after death and need inspiration on how to flavor him. Hes a dragonborn and iconically wears a suit in battle thats made from early bulletproof vests