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Looking for advice on a homebrew Artificer subclass.

Content of the article: "Looking for advice on a homebrew Artificer subclass."

Hey all, I've DMed for about a year now in a homebrew setting. Due to all of us going to separate universities we've decided to cut the campaign- however I plan on finally joining one as a player. Due to this, I would like to make my first character (outside of a one shot) slightly unique, and therefore decided to try to design a subclass of an artificer. I would really like some advice on if I have balanced correctly, or simply if I should stick to playing something such as a sorcerer or wizard and simply flavour it to fit the aesthetic.

In all honesty, I particularly like the Animate Objects spell, as well as enjoying the novel Warbreaker hence wanting to play a character with some similar abilities. Below is what I have (apologies, tried to add it as a PDF but I'm a first time poster so wasn't sure how). All advice is greatly appreciated!


Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with Weaver’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Willbinder Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Willbinder Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

3rd Level: Shield, Earth Tremor

5th Level: Cordon of Arrows, Arcane Lock

9th Level: Conjure Barrage, Wall of Sand

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13th Level: Fabricate, Otiluke’s Resilient Sphere

17th Level: Awaken, Conjure Elemental


At 3rd level, you gain the ability to cause non-living, non-magical objects to follow your commands. After you finish a long rest you gain 1 Willbind point and can expend spell slots to temporarily increase the number of Willbind points. In combat, the objects you command require an action to command, else they will remain motionless. A command can be issued for the following turn, forfeiting an action on the current turn, which will occur if the command is still valid. If these objects are destroyed, they are no longer under your control and you cannot regain Willbind points from them. If you dismiss your control over an object using a bonus action, you regain half the points expended to command them, rounded down to the nearest 0.5. Objects can be commanded for a maximum of 2 minutes, to retain command of them you must expend an equal amount of Willbind Points as required to command them originally.

Willbound Object Statistics
Tiny (0.5 Willbind Points) – HP: 10, AC: 18, Attack: +8 to hit, 1d4 + 3 damage, Str: 4, Dex: 18
Small (1 Willbind Points)– HP: 15, AC: 16, Attack: +6 to hit, 1d8 + 2 damage, Str: 6, Dex: 14
Medium (2 Willbind Points)– HP: 30, AC: 13, Attack: +5 to hit, 2d6 + 1 damage, Str: 10, Dex: 12
Large (4 Willbind Points) – HP: 50, AC: 10, Attack: +6 to hit, 2d10 + 2 damage, Str: 14, Dex: 10
Huge (8 Willbind Points)– HP: 80, AC: 10, Attack: +8 to hit, 2d12 + 4 damage, Str: 18, Dex: 6

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Willbind Points gained per Spell Slot

1st Level- 1 Willbind Point

2nd Level- 2 Willbind Points

3rd Level- 4 Willbind Points

4th Level- 5 Willbind Points

5th Level- 7 Willbind Points

Empower Tools

At 5th level, you may target a willing creature in touch distance and empower their tools or armour. You may target one object per long rest and the effects of this empowerment last for 10 minutes. Commanding a weapon to strike harder causes it to deal and additional 1d6 force damage on a successful hit, or 2d6 at 9th level. Commanding a tool you are proficient with to aid you will allow someone who is not proficient with the tools to gain proficiency with them for 10 minutes, alternatively if they are already proficient in the tools they gain expertise. Finally, empowering armour causes it to increase a willing creature’s AC by 4, as the armour or clothes will increase the wear’s ability to absorb or avoid attacks (e.g. empowering a cloak may cause it to grasp at attackers, causing them to miss attacks). If the object is destroyed or the spell is dismissed, a long rest is required to perform this again.

Extrasensory Awareness

Starting at 9th level, you have an increased awareness of all objects around you from your extensive commandment of them. You gain 10ft. of Blindsight, as well as gaining an additional 2AC provided that you are proficient in the armour worn and are not hindered by movement impairing effects.

Master of Will

By 15th level, you are a savant at commandment. You may create one object of small size, or two of tiny size, and have complete command of them at all times. These objects share your initiative and attack directly after you, requiring your bonus action to command. To change these objects for a new one, you must take a long rest to focus your will upon a new one. These items cannot be magical.

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Source: reddit.com

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