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Artificer - For Home Brew - Comprehensive Reworks

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Artificer - For Home Brew - Comprehensive Reworks

Artificer and every subclass ported and adjusted for the Comprehensive Rework

Artificer Progression
Spoiler:  
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1   
- Cantrips (2 / Artificer)
- Spells (2 / Artificer)
- Spell Slots (Level 1/ 2)
- Infusions (2)
- Infusions Point: 2

2
-Spells (1 / Artificer)
-Spell Slots (Level 1 / 1)
-2 Class Passive

3
-Spells (1 / Artificer)
-Spell Slots (Level 2 / 1) (Level 1 / 1)

The Right Tool for the Job
You can conjure a Thieves Tool / Disarm Trap / Shovel/ Water bottle for 5 turn, once per short rest

4
-Feat
-Spells (1 / Artificer)
-Spell Slots (Level 2 / 1)
-Infusions (2)

5
-Cantrips (1 / Artificer)
-Spells (1 / Artificer)
-Spell Slots (Level 2 / 1)

Flash of Genius
Once per battle, can add your Intelligence Modifier to a saving throw

6
-Spells (1 / Artificer)
-Spell Slots (Level 3 / 1) (Level 2 / 1)
-Infusions (2)
-Infusions Point: 1
-2 Class Passive

7
-Spells (1 / Artificer)
-Spell Slots (Level 3 / 1)

8
-Feat
-Spells (1 / Artificer)
-Spell Slots (Level 4 / 1) (Level 3 / 1)
-Infusions (1)

9
-Cantrips (1 / Artificer)
-Spells (1 / Artificer)
-Spell Slots (Level 4 / 1)

Magic Item Adept
You receive +1 Weapon and Spell attack roll/damage, +1 Spell Save DC and  +1AC

10
-Spells (1 / Artificer)
-Spell Slots (Level 5 / 1)
- Infusions (1)
- Infusions Point: 1
-2 Class Passive

11
-Spells (1 / Artificer)
-Spell Slots (Level 5 / 1)

Magic Item Savant
You receive +2 Weapon and Spell attack roll/damage, +2 Spell Save DC and  +2AC

Spell-Storing Item
Once per combat you can cast a level 3 or lower spell without using spell slot

12
-Feat
-Spells (1 / Artificer)
-Spell Slots (Level 6 / 1)
-Infusions (1)



Infusions:

They are targeted buffs that can be cast at yourself or an ally and last until long rest
You receive 2/1/1 Infusion points at level 1/6/10 and restore at long rest

Spoiler:  
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Basic choices:

Armor of Magical Strength
Your Intelligence modifier affect your Stength save and skill check
Armor of Tools
Your Intelligence modifier affect your Dexterity skill check
Enhanced Arcane Focus
You receive +1 Spell Atack Roll, at level you receive +2
Enhanced Defense
You receive +1 Armour Class, at level you receive +2
Enhanced Weapon
You receive +1 Weapon Atack roll, at level you receive +2
Returning Weapon
Give a weapon "This weapon will return to its owner when thrown"
Mind Sharpener
You receive Advantage at Concentration saving throw

After Level 6
Boots of the Winding Path
You can Misty Step once per battle without using spell slot
Radiant_Weapon
You receive +1 to weapon attack roll and +1d4 Radiant damage
Repulsion Shield
Once per battle you can use Refflective Shell (It reflects any projectiles targeted at you back to their point of origin for 2 turns)
Spell Refueling Ring
You can recover an level 3 or lower spell slot

Subclass unlocks

Alchemist : Replicate Magic Item
You create a item until long rest
At level 1 is common
At level 3 is Uncommon
At level 6 is rare
At level 9 is very rare
At level 12 is legendary
TODO: Article with the items, but mostly are inaccesible content like Ring of Fire

Armorer :Resistant Armor
You can choose an element and be resistant (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder)

Artillerist : Repeating Shot
You receive Repeating Shot action, wich allow to target twice with ranged weapon attack

BattleSmith : Helm of Awareness
You receive the Alert feat



Alchemist:

Master the art of concoction, blending volatile elixirs and potent potions. Empower your allies with brews that enhance their abilities or hurl explosive bombs to devastate your enemies. As an Alchemist, you also gain the ability to create temporary versions of rare, mostly unreleased items, getting better with level

Spoiler:  
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1
Experimental Elixir
You can use a Arcane Jolt to craft a random potion or a random bomb
3
Alchemical Savant 
You add your Intelligence modifier to healing and to Acid, Necrotic and Poison damage
5
Experimental Elixir
Your creations are better and you dont take damage from an Experimental Elixir bomb
7
Experimental Elixir
Your creations are better and your party dont take damage from an Experimental Elixir bomb
9
Restorative Reagents 
Experimental Elixir also gives 10  + Int mod temporary hp
        You can cast Mass Healing Word once per combat
11
Chemical Mastery 
        You can cast Heal once per short rest
You are resistant to Acid, Necrotic, Poison



Armorer:

Transform your armor into an adaptable, deadly weapon. Whether you're wading into close combat with enhanced Thunder damage and protection, or standing at a distance, unleashing destructive bolts of Lightning

Spoiler:  
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1
Arcane Armor V1
You enhance your current armor using Arcane Jolt

Guardian: Thunder Gauntlets 
You add 1d4 Thunder damage to melee weapon attack, your melee attack have a chance to inflict Compelled Duel

Infiltrator: Lightning Launcher
You add 1d4 Lightning damage to ranged weapon attack, your ranged attack have a chance to inflict Shocked


3

Guardian: Defensive Field
At start of turn, gain temporary Hp equal your class level, when damaged with temp Hp, you cause your class lvl in Thunder damage

Infiltrator: Powered Steps
You gain 5m of movement and you can Jump without using bonus action 

5
- Extra attack

Guardian: Thunder Gauntlets
your melee damage increase to 2d4

Infiltrator: Lightning Launcher
your ranged damage increse to 2d4

7
Arcane Armor V2
You can use both power of Guardian or Infiltrator

9
Guardian:
You can use your reaction to pull a enemy, if they fail the save, next turn you receive a free melee attack

Infiltrator
Your ranged attack deal an extra 1d6 damage, and have a chance do inflict Radiating Orb and True Strike

11
Perfected Armor
You perfected your armor and can use every skill at same time




Artillerist:

Command the battlefield with summoned turrets that bombard enemies from afar. Whether you need blast fire in area, focused destruction, or protective barriers, your turrets provide unmatched ranged support. 

Spoiler:  
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1
Eldritch Cannon 
You can summon an ranged attacker or add +1d6 Force to your Ranged attack and unlock Flamethrower and Protector
Flamethrower (2d8 Fire cone dex save)
Protector         (1d8+int mod temp hp)

3
Arcane Firearm
You add +1d4 Force damage at your spell damage
You add +1 Force damage at your ranged attack
5
Repeating Shot Mastery
You can use Repeating Shot with a bonus action

7
Elemental Infusion
Add 1d4 Elemental damage to your ranged weapon for 3 turn using only Arcane Jolt

9
Repeating Shot: Triple
Repeating Shot now target 3 enemies 
11
Fortified Position
You can summon 2 Eldritch Cannon




Battlesmith:

Stand firm as a bastion of defense with your Steel Defender by your side. Together, you create an impenetrable wall of protection, shielding your allies from harm. Whether bolstering your companion’s durability or enhancing your own prowess, you and your Steel Defender become an unstoppable force that impedes enemy advances and protects those in need.

Spoiler:  
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1
- You can add your Intelligence modifier to weapon attack
Summon Steel Defender
You can summon a Steel Defender with Arcane Jolt

3
Protection
You can protect an ally giving +5 AC

5
Extra Attack
Spell Protection
You can protect an ally giving +5 to saving throw

7
Medical Jolt
You can restore the life of an ally using Arcane Jolt

9
Masterfull Protection
You now can protect an ally giving +3 to AC and Saving Throw

11
Reflect Ranged
Reflect all enemy projectiles around you this turn



Installation:

You NEED Home Brew - Compehensive Reworks, at least the Spell module, otherwise simply drop the mods into either BG3MM or Vortex, and you’re good to go!