Aviator
An aviator crafts a personalized aviation apparatus and takes to the skies, utilizing evasive maneuvers, high-velocity ranged attacks and supersonic shockwaves in combat. Many aviators tell stories of heroic aerial action protecting great airships or even avoiding a dragon’s breath in midair.
Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.
Battle Mech
An artificer who specializes as a Battle Mech modifies armor similar to an Armorer, but with a different purpose. Legendary creatures of colossal size roam the world, leaving death and destruction in their wake. By piloting Battle Mechs, an Artificer can tactically repel these creatures and protect their homeland from devastation.
Battle Mech 5E Statblock
Artificer: Battle Mech
Artificer Class
Tools of the Trade
3rd-level Battle Mech feature
You gain proficiency with martial weapons and heavy armor. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Battle Mech Spells
3rd-level Battle Mech feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Mech Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Artificer Level |
Spells |
3rd |
heroism, zephyr strike |
5th |
flame blade, mirror image |
9th |
blinding smite, fly |
13th |
fire shield, staggering smite |
17th |
steel wind strike, wall of force |
Battle Mech Armor
3rd-level Battle Mech feature
As an action, you can turn a suit of armor you are wearing into Battle Mech Armor, provided you have smith's tools in hand. You gain the following benefits while wearing this armor:
If the armor normally has a Strength requirement, the mech armor lacks this requirement for you.
You can use the mech armor as a spellcasting focus for your artificer spells.
The armor attaches to you and can't be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.
You can doff or don the armor as an action. The armor continues to be mech armor until you don another suit of armor or you die.
Overdrive
3rd-level Battle Mech feature
In battle, you can activate your overdrive as a bonus action to enhance your battle mech's combat ability. Your overdrive lasts for 10 minutes. It ends early if you are knocked unconscious or if you choose to end it as a bonus action.
While overdrive is active you gain the following benefits.
When you attack with a melee weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.
Your reach increases by 5 feet.
If you are smaller than Large, you become Large along with anything you are wearing. If there isn't enough room for you to increase your size, your size doesn't change.
You can add your Intelligence modifier, instead of Strength, to Strength checks and Strength saving throws.
You can activate overdrive a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Extra Attack
5th-level Battle Mech feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Armor Modifications
9th-level Battle Mech feature
You learn how to use your artificer infusions to specially modify your Mech Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, and helmet. Each of those items can bear one of your infusions. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Mech Armor.
Colossus
15th-level Battle Mech feature
The power of your Battle Mech intensifies. When you overdrive, your reach increases by 10 feet, your size can increase to Large or Huge (your choice), and you gain a number of temporary hit points equal to your Artificer level.
Flame Bombardier
Many wizened scholars say you cannot always fight fire with fire. A Flame Bombardier will respond by saying you simply aren’t using enough fire. To be a Flame Bombardier is to become a mad inventor that draws upon the Plane of Fire to fuel their creative inventions. Using the chaotic might of the plane, they are rumored to be able to burn through magic itself.
Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.
Gardener
An artificer specializing as a gardener is an expert at manipulating seeds and fertilizer to grow powerful and loyal plant life. These vegetation minions will not hesitate to defend the gardener, bonding with the gardener's armor and gardening tools to enhance their capabilities when threatened.
Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.
Looking Glass
A Looking Glass is an artificer who specializes in manipulating glass to produce life-like replicas of themselves in combat. These complex reflections are enhanced by the artificer's magic to unleash potent attacks and provide formidable defensive capabilities. Beware of standing too close to a shattering reflection!
Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.
Plague Doctor
An artificer who specializes as a Plague Doctor, studies and treats victims infected with deadly poison and disease. Not recognized as a fully practiced healer, Plague Doctors are often feared for their willingness to experiment with toxins and their choice of attire. The outfit features a wide-brimmed leather hat, a mask with glass eyes, and a curved beak, shaped like a bird’s beak with an inlaid respirator. This ensemble helps to spread the idea that while they may be helpful, seeing a Plague Doctor in your area means death is nearby.
Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.
Stitcher
An artificer specializing as a stitcher has dedicated themselves to studying death and the creation of life. Fueled by what their colleagues describe as misguided curiosity, the stitcher creates the remarkable by stitching together harvested body parts from a variety of creatures to form something greater. Constantly focused on enhancing themselves and their reanimated abomination, the stitcher awakens dead flesh with scientific skill and rigorous experimentation.
Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.
Weaponmaster
A weaponmaster seeks the thrill of hand-to-hand combat on a battlefield. Using their extensive knowledge, the weaponmaster forges a signature weapon fueled by ingenuity, innovation and pride. The Artificer bonds with their weapon, experimenting with it and refining the weapon and their combat capabilities.
Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.
Weaver
A Weaver is adept at utilizing the abstract and conceptual to weave a tie between others and themselves. They use the ethereal plane to embolden their allies and capture their enemies, and create the bridge between arcane tradition and artificer specialization. For a Weaver, their creation and infusions are about inspiring many towards greatness and preventing many more from doing harm.
Weaver 5E Statblock
Artificer: Weaver
Artificer Class
Created by Nano
Tools of the Couturier
When you adopt this specialization at 3rd level, you gain proficiency with martial weapons. You also gain proficiency with weaver’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Weaver Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Weaver Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Artificer Level |
Spells |
3rd |
color spray, entangle |
5th |
find traps, hold person |
9th |
lightning bolt, slow |
13th |
grasping vine, secret chest |
17th |
mislead, telepathic bond |
Woven Bond
Starting at 3rd level, you create an ethereal bond between you and an ally, granting you both a shared connection with one another.
You can use a bonus action to create the bond between you and a willing creature within 30 feet of you, which lasts for 1 minute. It ends early if you are incapacitated, you choose to bond to another creature, or if you don medium or heavy armor or a shield. You can also dismiss the Woven Bond at any time (no action required).
While Woven Bond is active and you are within 30 feet of each other, you and the creature you bonded to each gain the following benefits:
You gain a +1 bonus to your Armor Class.
You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
If you or the creature you are bonded to takes damage, you can use your reaction to split the damage dealt in half between the both of you. The damage dealt can’t be reduced further in any other way.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Snaring Wire
At 5th level, you can conjure an ethereal bola and take opportunities to ensnare other combatants. When you use the Attack action with a weapon you are proficient with on your turn, you can use your bonus action to throw an ethereal bola at a creature within 30 feet of you. The creature must make a Wisdom saving throw equal to your spell save DC or be restrained for 1 minute. During this duration, at the beginning of each of its turns, the restrained creature can make a Strength saving throw to break free of it.
If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Fortified Stitching
At 9th level, you can lighten the armor you wear to not impede the ethereal connections you share with others. As an action, you can modify a suit of armor with an infused weave, provided you have weaver’s tools in hand.
The armor weighs half as much as normal, and does not impose disadvantage on Dexterity (Stealth) checks. If the armor is originally Medium Armor, it is considered Light Armor for the purposes of maintaining Woven Bond. The armor continues to be infused with Fortified Stitching until you don another suit of armor or you die.
Improved Bond
Starting at 15th level, your Woven Bond becomes more powerful:
The +1 bonus to your Armor Class increases to +2.
When you use the Help action to aid the creature you are bonded to in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.
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