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View Full Version : 10 D&D 5E Ravnica subclasses [PEACH]



mk333
2020-03-21, 08:44 AM
Hi everyone, long time lurker first time poster and all that. So thanks to Corona lockdown I've had some time to dig into game design. I love Ravnica as a setting and the Guildmaster's Guide does a splendid job, but it only has a few new subclasses (Cleric Order domain and Druid of Spores). So here is my little project to build a new subclass for EACH guild!

I'm going to post them one by one, so please bear with me.

Let's start with the Izzet League, and a new Artificer subclass! The Izzet League is spot-on for artificers, and arguably they build even greater marvels than what they do on Eberron. What I think is missing with the core Artificer is a bit of creativity and invention, i.e. randomness in what they create. It's all a bit predictable. So with this subclass, you can unleash the crazy a bit.

Artificer: Izzet Inventor

Armed with an inventive intellect, a love of magical technology, and an unquenchable energy, you are an enthusiastic participant in the research work of the lzzet League. Though you're likely to begin your career as a mere attendant, you can aspire to become a skilled mage or alchemist, a laboratory supervisor, or even a flamethrower-wielding scorchbringer tasked with defending lzzet laboratories. The Izzet are obsessive, brilliant, inspired, and an unpredictable force of chaos in Ravnica, and you epitomize all of those qualities.

Izzet Inventor Features

Level Features
3rd Infusion Student, Creative Infusion, Art of Improvisation, Inventor Spells
5th Infusion Boost
9th Inventor’s Creativity
15th Mastery of Invention

Infusion Student

Starting at 3rd level, you learn either Enhanced Weapon or Enhanced Arcane Focus, which does not count against the number of Infusions Known column of the Artificer table.

You can enchant one item with the chosen infusion that does not count against your item limit.

Creative Infusion

Starting at 3rd level, when infusing an item, roll a d20 to determine a bonus effect.
Note that if an infusion requires attunement, any bonus effect from this ability granted to the wielder is only active if the wielder is attuned to the item.
Any “once” effect below can be used again after the wielder finishes a long rest.

Roll Bonus Effect
1 As per Arcanist's Magic Aura, the item appears as something completely different, chosen by the GM or another player, but otherwise only has the effect of the originally intended infusion.
2 Roll on the random ability score table below. The wielder gains a +1 bonus to that ability score.
3 Roll on the random ability score table below. The wielder gains a +1 bonus to corresponding saves.
4 Roll on the random ability score table below. The wielder has advantage on ability checks of that ability score until they roll a natural 1 on either die. They regain the effect after finishing a long rest.
5 The wielder has advantage on initiative rolls
6 The GM or another player chooses an artificer spell of up to the highest level you can cast at random. The wielder of the item can cast this spell once.
7 Roll on the random energy table below. The wielder has resistance to that damage type.
8 As above, but roll twice and gain both resistances
9 If the item is an arcane focus or a weapon, the wielder can score a critical hit on attack rolls of 19 and 20 with it.
10 The wielder can activate a blur effect as a bonus action once.
11 The wielder regain additional hit points equal to half their level when using a hit die
12 Roll on the random movement mode table below. The wielder gains a 20 ft. speed of that mode.
13 As above, but 30 ft.
14 Reduce all bludgeoning, slashing or piercing damage the wielder takes by 1.
15 If the infusion has a limited number of charges or uses, gain an additional use or charge. Otherwise, reroll.
16 The wielder gains the ability to communicate with (d6) 1) constructs and machines 2) magic items 3) humanoids 4) dragons 5) animals 6) mundane items, as per the speak with plants spell, but replacing plants with the roll
17 You infuse a second item of the same type with the same infusion. The second item does not count against your maximum number of infused items.
18 The wielder benefits from an ongoing detect magic effect.
19 The item has a random second effect from the list of the replicable items infusion. The GM or another player chooses an infusion where you meet the level requirement. Apply it to the item, even if it is not on your list of known infusions.
20 The GM or another player chooses one from this list

Random ability score table (1d6)

1 Strength
2 Dexterity
3 Constitution
4 Intelligence
5 Wisdom
6 Charisma

Random energy table (d8)

1 fire
2 lightning
3 cold
4 acid
5 poison
6 force
7 psychic
8 thunder

Random movement mode table (1d4)

1 fly
2 climb
3 burrow
4 swim

The Art of Improvisation

Starting at 3rd Level, when using any artisan tool you are not already proficient with, you can add half your Proficiency Bonus, rounded down, to any ability check you make with it.

Inventor Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist 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 Spell
3rd Absorb Elements, Grease
5th Heat Metal, Pyrotechnics
9th Elemental Weapon, Protection from Energy
13th Fabricate, Stone Shape
17th Animate Objects, Transmute Rock

Infusion Boost

Starting at 5th level, when you cast an artificer spell through an infused and attuned arcane focus, deal 1d6 extra damage with one of the spell’s damage rolls.
When you wield an infused weapon, you deal 1d6 extra damage if you hit with it. Choose between lightning and fire for the extra damage.
Whenever you roll damage with an artificer spell or infusion, and a die roll is the maximum result for that die, roll one additional die of the same type and add it to the total. A maximum on that roll does not add further dice.

Inventor’s Creativity

Starting at 9th level, you can create any common magic item with the Replicate Magic Item infusion. You no longer have to learn them as individual infusions.
In addition, you can infuse one object with the Replicate Magic Item infusion that does not count against your limit of infused items.

Mastery of Invention

Starting at 15th level, you can now create any uncommon magic item with the Replicate Magic Item infusion. You no longer need to learn them as individual infusions.
In addition, increase any +1 bonus granted by your infusions to +2. Increase any +2 bonus to +3.