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    Ogre in the Playground
    Join Date
    Mar 2022
    Location
    GitP, obviously
    Gender
    Male

    Default Re: Make a Choice: 5e subclass contest (submission thread)

    Artificer, I Choose You! (Pokemon Trainer)

    A Pokemon Trainer is an Artificer that has taken an interest in the beasts of nature. They use their tinkering to create small dimensional pockets and enhancements for those monsters. Some trainers choose to specialize in one specific type while others like to have just a little bit of everything. Many train for the joy of battle or companionship. A few just want to catch them all while others... Well, they want to be the very best.

    Extra Proficiency:
    When you adopt this specialization at 3rd level, you gain proficiency with the Animal Handling skill and you can use your Intelligence modifier for it instead.

    PokeBall:
    At 3rd level, you know how to make a pocket dimension for your monsters. You can use this as your spell focus and can only have a number of them equal to your proficiency bonus. Each pokeball can hold only one monster. When you encounter a beast of CR 1/8 or less, you may use an Animal Handling check to befriend it and capture it in one of your pokeballs. At level 6, the CR increases to 1/2 and at level 10, the CR increases to 1. Alternatively, you can capture one without a skill check if it is incapacitated by any means or reduced to zero hit points.

    As an action you can summon (or withdraw) one of your monsters within 30 feet at an unoccupied space you can see. As your bonus action, your monster responds to your verbal commands and takes its move and action. When it attacks, it uses your spell attack modifier. If it is reduced to zero hp, it faints and you can use your reaction to withdraw it back to its pokeball. When it is withdrawn, it regains a number hit points equal to your artificer level. You can heal your pokemon in this way a number of times equal to your proficiency bonus and regain uses after a long rest. You can only have one monster summoned at a time in this way and must withdraw it before summoning another.

    You can choose to release one of your monsters back to the wild as an action. If you do, it retains its basic type and ability, but can use no other features. The pokeball used for it can't be used for another monster, but you can make another one with any tools you are proficient with over the course of an hour. This can be accomplished during a short or long rest.

    "I choose you!"
    When you have captured a monster for the first time (and each monster thereafter) in a Pokeball, it gains an ability and type of your choosing. It also has resistance to that damage type. The beast maintains its qualities except that its health equals 5 x your Artificer level. Choose one of the following starters:
    • Fire: Your monster learns Ember. This has a range of 30 feet and deals 1d6 (+ your intelligence modifier) Fire damage in a 10x10 foot square. You also learn the Control Flames cantrip.
    • Grass: Your monster learns Razor Leaf. This has a range of 60 feet and deals 1d8 (+ your intelligence modifier) Poison damage to two adjacent targets. You also learn the Mold Earth cantrip.
    • Water: Your monster learns Aqua Jet. This has a range of 120 feet and deals 1d10 (+ your intelligence modifier) Cold damage to one target. You also learn the Shape Water cantrip.

    Once you have chosen a starter and gained its cantrip, you can't learn one of the other cantrips in this way, though can still have any combination of monster types. Additional types that you can learn after having chosen your starter:
    • Electric: Your monster learns Spark. This deals 1d8 (+ your intelligence modifier) Lightning damage to all targets within a 10 foot radius.
    • Ghost: Your monster learns Shadow Ball. This has a range of 60 feet and deals 1d6 (+ your intelligence modifier) Necrotic damage to all targets in a line.
    • Psychic: Your monster learns Psybeam. This has a range of 30 feet and deals 1d6 (+ your intelligence modifier) Psychic damage to a number of targets equal to your proficiency bonus.


    Held Item
    Each of your monsters has a held item that you can imbue with one of the following infusions:
    Spoiler: Infusions
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    • Focus Sash - When this monster is knocked to 0 hit points, it is left at 1 hit point instead, once per short rest.
    • Eject Button - Upon taking damage, you can use your reaction to withdraw this monster, reducing its damage taken by half.
    • Safety Goggles - This monster has resistance to magic damage.
    • Leftovers - At the start of your turn, this monster gains a number of hit points equal to your proficiency bonus.
    • Quick Claw - You can immediately summon this monster as you roll initative, regardless the result of your roll.
    • Wide Lens - This monster gains +2 on all attack rolls.
    • Air Balloon - This monster has a fly speed of 10 feet and can hover.
    • Scope Lens - This monster scores a critical hit on a roll of 19-20.
    • Eviolite - This monster gains +2 AC.
    • Rocky Helmet - When this monster is hit by a melee attack, the attacker takes damage equal to your proficiency bonus.


    In addition, you learn the Ring Target and Baton Pass spells. They are always prepared and do not count against the number of spells you have prepared.
    Spoiler: Ring Target
    Show

    1st-level abjuration

    Casting Time: 1 action
    Range: 60 feet.
    Components: S, M (a small ring of metal or a coin, which is consumed by the spell)
    Duration: 1 minute or until dispelled

    When you cast this spell, the ring expands to encircle a target within range. Choose the damage type of one of your monsters. The target must make an Intelligence saving throw or lose its resistance and immunity to that damage type for the duration of the spell.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st.

    Spoiler: Baton Pass
    Show

    1st-level conjuration

    Casting Time: 1 action
    Range: 30 feet
    Components: V, M (a stick wrapped in twine)
    Duration: Instantaneous

    Your monster on the battlefield is withdrawn back into its pokeball. You may choose and summon another one of your monsters to an unoccupied space that you can see within 30 feet.


    Effort Values
    At 5th level, you have trained hard with your monsters to start developing specific capabilities. Each monster gains one of the following benefits.
    • Attack: This monster can attack twice instead of once, including with its ability.
    • Defense: This monster has resistance to bludgeoning, piercing, and slashing damage.
    • Speed: This monster can dash or disengage during it's normal movement.


    In addition, your monster adheres only to your demands in the heat of battle. It has advantage on saving throws vs all charm and fear effects while within 30 feet of you.

    Evolution
    At 9th level, your monsters learn additional effects for their primary abilities. These use your spell save DC. Each ability deals and an additional damage die as well (1d6 is now 2d6, 1d8 is now 2d8, etc.). Every target with a status effect here can repeat it's saving throw at the start of each of its turns. Each monster can only use this effect once per turn and up to a number of times equal to your intelligence bonus. These are all recovered after completing a long rest.
    • Burn (fire): Each target hit by Ember must make a Dexterity saving throw or be burned for 1 minute. At the start of its turn, it takes 2d6 fire damage.
    • Poison (grass): Each target hit by Razor Leaf must make a Constitution saving throw or be poisoned for 1 minute.
    • Freeze (water): A target hit by Aqua Jet must make a Strength saving throw or be restrained for 1 minute.
    • Static (electric): Each target hit by Spark must make a Wisdom saving throw or be paralyzed for 1 minute.
    • Terror (ghost): Each target hit by Shadow Ball must make an Intelligence saving throw or be frightened for 1 minute.
    • Calming (psychic): Each target hit by Psybeam must make a Charisma saving throw or be charmed for 1 minute.


    Also at 9th level, you have resistance to the damage type of whichever of your monsters is currently in battle, as long as it is within 30 feet of you.

    Master Ball
    At 15th level, you have become like no one ever was. Your monsters are stronger than ever and you have practiced how to make the best of your gadgets and trinkets. You gain the following benefits:
    • When you withdraw a monster to it's PokeBall, all of its conditions are removed.
    • While they are in the PokeBall, your monsters recover to full health during a short rest.
    • A monster's held item can now contain two separate infusions.
    Last edited by animorte; 2023-06-27 at 10:13 PM.