Thursday, May 29, 2025

Clever Fellow - Artificer this time

 Once again taking a look at deriving a 5e subclass from the  the Clever Man class from the Medieval Player's Guide by David Chart from Green Ronin (2004). This time, now that I've found my copy of Tasha's to refer to, I'm looking at an artificer subclass. Thinking I'll land somewhere close to the alchemist, but with some Druid influence as well to make a sort of unusual artificer. As with the warlock version, I'm a little uncertain about the higher level spells but I think the charms work as the core element of the subclass. 


A Young Man in a Large Hat by Frans Hals, 17th c.

Artificer Specialist - Clever Fellow

 The Clever Fellows are found in villages throughout the land, as experts in esoteric knowledge and minor healing arts. They support their neighbors through their skills as herbalists and healers, and also construct charms that can provide a variety of benefits.They also can have a competitive streak, and rarely countenance the presence of another clever fellow (other than an apprentice) in the same community.

Tool Proficiency

3rd level Clever Fellow Feature

You gain proficiency with herbalism kits. If you already have proficiency with herbalism kits, you gain proficiency with one other type of artisan's tools of your choice. 

Clever Fellow Spells

You learn the druidcraft cantrip, or another cantrip from the druid list if you already know it. You also always have certain spells prepared after you reach particular levels in this class, as shown in the table below. These spells count as artificer spells for you, but don't count against the number of artificer spells you prepare.

Artificer Level

Spells

3rd

Create or Destroy water, Goodberry

5th

Find traps, Pass without trace

9th

Daylight, Plant growth

13th

Conjure minor elementals, Polymorph

17th

Geas, Reincarnate

Charms

3rd level Clever Fellow Feature

 You gain the ability to create a variety of magical charms, usable by yourself and others. The charm might take the form of a garland of flowers, a bundle of herbs, a simple carving, a lucky stone or rabbit's foot, or some other form you can use your tools and materials at hand to enhance or create. You can create a total number equal to your Intelligence modifier (minimum of 1), and when you create one more than your total allowed number of charms, one previously created charm you created of your choice stops working. Each charm can provide a +1 bonus to a specific saving throw, to armor class, to attack rolls, to a specific ability check, or to damage rolls. An individual can only have one charm of each type in effect at a time. A charm can be created during a short or long rest.

 Healthy Living

5th level Clever Fellow Feature

Your broad homeopathic knowledge positively impacts your diet and lifestyle. You gain immunity to disease and darkvision 60', or 60' of additional range for your darkvision if you already have it. 

Improved Charms

9th level Clever Fellow Feature

Your charms improve to provide a +2 bonus. As alternatives to the other charms, you can also create a charm of robustness that provides +2d4 temporary hit points that stays in effect until the temporary hit points are lost, and a charm of charming, that acts as a single use casting of charm person, usable either by you or by an individual you give the charm to who activates it by giving it to another person. Once activated the effect of such a charm does not require concentration to maintain. 

Bountiful Health and Greater Improved Charms

15th level Clever Fellow Feature 

Your healthful lifestyle and focus on protective magic grants you resistance to poison damage, and immunity to poison effects. You also begin to age at a reduced rate of one year for every 10 that pass, and you are immune to magical aging effects. Your charms also improve to provide a +3 bonus.

Saturday, April 26, 2025

Cunning Folk

I'm not really sure how I ever came across "Testament: Roleplaying in the Biblical Era," which was a 3e supplement in the Mythic Vistas line from Green Ronin Publishing by Scott Bennie, copyright date of 2003. I wasn't really role-playing with any regularity at that time, and actually didn't really do much of anything with 3e until Pathfinder came around. So I came to it late, but completely loved that setting, which was basically doing 3e D&D in the Old Testament, with a variety of eras to choose from. I adapted a bunch of it and even ran what I think might be the only published adventure for the setting in 5e around a decade ago at the beginning of the 5e era when there wasn't a ton of stuff for the new edition yet. When I saw recently that pretty much the whole Mythic Vistas line plus a ton of other Green Ronin books were available through a Bundle of Holding offering I snapped them up, as it seemed like a good value with the only product in it that I already had was Testament, which I still think is awesome. So I've been going though the various books from that bundle lately.

One of the books is the Medieval Player's Guide, also in the Mythic Vistas line, by David Chart and published in 2004. It basically presents the setting of a Church dominated Medieval Europe, particularly England and Normandy in the century and a half or so after the Norman Conquest of England. It does some interesting things, such as presenting a number of new classes and systems of magic to allow for a lower magic setting with more historical flavor than typical for D&D. Mostly I wasn't wild about it, and for the most part I don't really want to learn (multiple) alternate pathways for using magic in the game. 

However, there was a class amongst the various new types of priests and magic users that I thought was kind of interesting and not quite covered by the other options you can find in 5e. It is the "Cunning Man Core Class" on page 24 of that book, which reads to me as sort of a village wise man/woman, who creates various minor magical trinkets to help themselves and others, basically practicing sort of a natural white magic that usually flies under the notice of the church authorities and other practitioners of magic. Also seems to know a lot about lots of stuff, and have extraordinary healthy living and healing abilities. Skills are ok, so is the d8 hit die (most of the classes in this book get a d4 hit die), simple weapons but no armor or shields. Main ability is learning to construct various charms, which otherwise in this alternate magic system can be learned much more slowly by others as feats. Then some random things unlocked as they level up that seem to be related to having a deep understanding of nature and healthy living - weather and nature/survival abilites, plus low light vision and immunities to disease, poison, and aging, and at very high levels damage resistance. Also some interesting flavor text here about how they are all super competitive with one another as they really seem to want to seem like the smartest guy in the village and shut out any potential competition for their services, other than with an apprentice they can teach the "right" way to do things to.

So then I started thinking how this might fit into 5e. My immediate thought was this was somebody who makes some fairly basic magic items to help themselves and the people of their community, so kind of a basic artificer, maybe even more so than the alchemist. Also a little bit of a white witch or warlock here, but not seeing a really obvious pact relationship. So I think artificer is something I should explore further, but maybe later - I seem to have misplaced my copy of Tasha's. Instead, I'm going to try and build a 5e warlock, for the 2014 rules - maybe I'll come back and do it for the new warlock as well. Thinking for both leaning a bit into the druid might make the most sense.

 Updated a couple times, added the herbalism tool proficiency at first level as warlocks don't get a tool proficiency and this leans in a little more to the druid and proto-artificer themes. Altogether we maybe have a first level warlock who is a better druid than a first level druid, but first level druids using the 2014 rules are kind of terrible (they don't wait long to become great at 2nd level with wildshape) and probably will at least be a better healer than this warlock who only gets access to goodberry for healing at first level. I'm open to reconsidering some of the expanded spell list, happy with levels 1 and 2 but less sure on what comes after. Also initially thought of limiting the 14th at will casting ability to just fire and cold but thought that was a little underwhelming - protection from energy still requires concentration, after all.  

Otherworldly Patron - The Local Nature Spirits

 Every village has a healer, shaman, or wise man or woman who provides rustic wisdom, advice, and sometimes healing and other forms of magical assistance. For some of these cunning folk, their ministrations are empowered by one or more local nature spirits who form a close pact-like bond with the villager. Unlike the fey, these nature spirits primarily make their home on the material plane. The motivations of these patrons are usually to ensure the humanoids of the community the warlock comes from respect the spirits and the natural order of the locale. 

 Expanded Spell List

 The Local Nature Spirits let you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Local Nature Spirits Expanded Spells

1st: Create or Destroy Water, Goodberry  

2nd: Barkskin, Lesser Restoration

3rd: Plant Growth, Speak with Plants

4th: Dominate Beast, Stone Shape

5th: Awaken, Greater Restoration


Naturalist

At first level, you learn the druidcraft cantrip, or another cantrip from the Druid spell list if you already know druidcraft. You also learn one of either the Nature or Survival skills and gain tool proficiency with the herbalism kit or another tool proficiency if you already have proficiency with herbalism kits 

One with Nature

At 6th level, you gain darkvision 60', or double the range of your darkvision from another source. You also gain immunity to disease. 

Poison Immunity

At 10th level, you gain immunity to poison.

The Wind Blows Hot and Cold

At 14th level you gain the ability to cast Protection from Energy at will without expending a spell slot. 

Monday, December 7, 2020

Another Elf

As I continue paging through Deminhumans of the Realms, I've noted a couple elf subraces that were not addressed yet in 5e, namely the Lythari lycanthrope elf and the winged elf. Are they playable in 5e? Well, they certainly need to be modified from their 2e baseline if we are to make them somewhat balanced for PC use. Second edition was not consistent at all in balancing races and classes, and it probably only got worse toward the end of the run when this particular splatbook came out. So these subraces are a strange mix of unusually strong bonuses and hindrances, for the Lythari including an aversion to armor but all the advantages and disadvantages of lycanthropy. Maybe we can dial some of that back a bit, as well as simplify what gets a little over complicated in the 2e description. Elves are also kind of tough to do the subraces for, as the Player's Handbook elves have the base elf doing a lot and the subraces somewhat less. So I think I'll need to dump the ability modifier as even limited shape-shifting can be pretty powerful; for the Lythari, I'll use base elf for all the elf stuff and use the shape-shifting ability as the thing setting them apart from all the other elves and leave out other modifications from base elf while in elf form but build more features into the wolf form.

Elf Subrace

Lythari

 You are one of a rare breed normally found only in the deepest of elven forests. You are comfortable in both your elven and wolf skins, and happiest running with your pack through the forest. You are tall for an elf, typically 6' tall, with silver, gray, or white hair and pale skin. In wolf form, your coat is the same color as your hair in your elf form. Unlike many elves, you are a carnivore, and constantly seek out the freshest meat, eating cooked meat and plant based foods only as a last resort. Anyone who sees you transform may become fearful or hostile due to fear of lycanthropy.

    Wolf Form

You have the ability to shapeshift into the form of a wolf as an action. In wolf form you can use an action to change back into your elf form. You lose your normal physical abilities and adopt those of the wolf form, except for your hit points and hit dice, which remain the same as in your elf form, other than as modified by the (Con) modifier of the wolf form, if different from that of your elf form. Your mental abilities (Int, Wis, Cha) and skill proficiencies as a wolf remain those of the elf form, and you also gain the skills of the wolf if you don't normally have them in elf form, and you use your normal proficiency bonus with the skill. You can't cast spells in wolf form. Both forms are natural for you, if you die in either you remain in that form after death. When you transform, you clothes and equipment do not change with you. A prudent Lythari removes clothes and armor prior to changing form. Clothing worn during the transformation is destroyed. Armor interferes with the change, and as well as being wrecked in the transformation it does damage to you, equaling one hit point for every point of AC it provides above 10, with magical armor doubling the damage done. As a wolf you connect best with your lycanthropic heritage, and are resistant to non-magical, non-silvered bludgeoning, piercing, and slashing damage. During the nights of the full moon, you are compelled to take your wolf form and cannot change into an elf until sunrise.

At 5th level your bite attacks as a wolf count as magical. 



Wednesday, November 25, 2020

Another Demihuman Subclass

 Haven't played for a couple weeks now, we're avoiding congregating while the pandemic rages. Missing it. Picked up Tasha's Cauldron of Everything, excited to try out a couple of the subclasses at some point. I think I want to start with the Star Druid, I've been thinking a bunch about the build, think it might be an interesting fit for a Protector Aasimar. 

Also reading on and off still Moore's Demihumans of the Realms. Just got to Hound Master, which made me think it could be interesting to rework the Ranger Beastmaster into a Fighter subclass. I know people (myself included) tend to disparage the Beastmaster, as the beast companion rapidly becomes less effectual as characters increase in overall power, pretty much from tier 2 onward. And the Ranger class itself, when you strip out the subclass abilities, also leaves something to be desired, particularly compared to some of the good stuff built into the Fighter like second wind, action surge, extra extra attacks, and bonus feats. 

Ideas for a Houndmaster Fighter Martial Archetype

The first domesticated animal for both humans and demihumans on most worlds is the dog, derived from the wolves who joined humans in a partnership of mutual benefit long, long ago. Most demihuman and humanoid cultures have some form of partnership with canine companions. The Houndmaster is a warrior who forms an especially strong bond with these animals.

 Canine Companion

When the fighter takes this archetype at 3rd level, they gain the animal handling skill, or another skill from the fighter or ranger skill lists if they already have it. The fighter also gains the benefits of the Ranger's Companion ability, with the exception that the beast companion is limited to the options of mastiff, wolf, and in the case of gnomish characters the giant weasel. Replacement of a lost companion is also changed, requiring expenditure of 25 GP and a day of downtime to locate a suitable replacement. 

Exceptional Training

Ability gained at 7th level. Identical to the 7th level Ranger Beastmaster ability. 

Packmaster

At 10th level, the character attracts additional companions. Three more beasts of the same type as the original companion join the Houndmaster's pack. These three additional beast companions use the standard version of the beast's stat block, but if the original companion dies one of the others immediately transforms and takes on the special characteristics of the original companion. When the Houndmaster uses an action or a bonus action to activate a beast companion, all four beasts can be commanded simultaneously to take either the same or a different allowable action. Replacement requirements for the additional companions are the same as for the original, given above. 

Bestial Fury

At 15th level, when commanded to take the attack action the Houndmaster's beast companions can make two attacks. 

Synchronized Movement

At 18th level, a verbal command or quick motion can suffice to order the Houndmaster's beast companions, who form part of a well synchronized team. An action or bonus action is no longer required to command the beasts to act, and they can take an action on the Houndmaster's initiative count, either right before or right after the Houndmaster himself acts. However, the extra attack from Bestial Fury still requires expenditure of one of the Houndmaster's attacks.

Final Thoughts

I think this might work, in my opinion the action economy isn't all that seriously disrupted if we just let one (or a handful even) of relatively weak creatures act somewhat more independently of the PC but I tried to stick close to the Ranger Beastmaster and only unlock the restrictions that annoy most players about the beast companions only at relatively high levels. Maybe multiple companions is a bit much, but by 10th level I don't think they break the game in any way, especially if the new ones are normal animals. A DM will probably want to adjust the allowable companions a bit to fit the cultural milieu of their game, but I think being more restrictive rather than less on beast choices here reinforces the Ranger as being more the master of the wild spaces, and being the one able to bond with weird and wacky creatures like flying snakes and giant crabs fits that concept better than the more prosaic fighter. But unlocking velociraptors for Lizardfolk or others living in the Dinosaur Swamp might be the sort of thing that makes sense for some campaigns.

Monday, November 16, 2020

The Gnomish Artificer

 I was reading Roger E. Moore's 2nd Edition sourcebook, Demihumans of the Realms, earlier. Moore was an editor of Dragon Magazine in the 80's and 90's, and in my opinion was one of TSR's better writers throughout that period. He produced a number of short stories in various anthologies as well as at least one novel and numerous magazine articles and pieces that got picked up in other sourcebooks for AD&D. This was one of his few solo authored game books, but on a topic for which he was perhaps the top authority, as he created the various demi-human pantheons for AD&D in a series of Dragon articles in the early '80's. I thought this might be a good place to mine for ideas for my current 5e Forgotten Realms campaign. The book itself is perhaps of somewhat limited utility beyond 2e, as it consists primarily of various 2e specific "kits" to trick out your demihuman PC with. Kits are basically somewhere between a 5e background and subclass, and a lot of AD&D first edition purists dislike them for how poorly they were balanced, but they did provide a lot of customization that was lacking in the base classes. 

I ended up lingering on one of the early entries that caught my attention, the "Artificer, Gnome." Kind of a saner version of a Tinker Gnome, but from Lantan in Faerun. It was also interesting in that it is a Fighter kit, not the half-caster Artificer we have today. So I thought I'd try and recreate a 5e fighter subclass based on the 2e kit, as I thought it could provide a cool narrative arc for a Gnomish Hero who masters martial technology instead of magic, leaning fairly heavily on tool proficiencies to make it work, perhaps too heavily if you aren't a fan of the tool proficiency system. 

Gnomish Artificer Fighter Martial Archetype

The Gnomish Artificer is a skilled builder, inventor, and craftsman who takes his creations and his general problem-solving ability along on his adventures. He combines technical know-how with fighting ability, and in a military force often serves in the engineering or artillery branch, though with gnomes being gnomes is more likely found as an independent operator or as a mercenary providing technical expertise as long as the gold keeps coming his way. This archetype is open to all Rock Gnomes and those of other races mad enough to apprentice to a skilled Gnomish Artificer.

Technical Specialist

At 3rd level, the Gnomish Artificer gains proficiency in Gunsmith’s Tools and Thieves’ Tools. Additionally, the Gnomish Artificer gains Expertise in two tool proficiencies, doubling her proficiency bonus on those two skills, which may include the two gained with this feature. Additionally, at 3rd level the Gnomish Artificer gains proficiency in all Firearm and Crossbow Weapon Proficiencies.

Engineer

At 7th level, the Gnomish Artificer gains proficiency in all Siege Weapons and gains advantage on all tool skill checks as well as on checks relating to constructing or defending against siege works.

Practical Chemist and Demolitions Expert

At 10th level, the Gnomish Artificer gains Alchemists’ tools proficiency and can spend a day of downtime and 25 GP spent on ingredients found in most large cities to manufacture a small keg of gunpowder, weighing approximately 5 pounds, enough to fire 50 bullets or to create a gunpowder explosive that explodes for 5d6 damage (4d6 bludgeoning + 1d6 fire) in a 10’ radius. Combining multiple days’ work, quantities of gunpowder can be added together to yield larger explosive devices, with 5’ greater blast radius and an additional 5d6 damage for each additional 5 lb. quantity of gunpowder. The Gnomish Artificer can use either Alchemists’ tool or Gunsmithing tool proficiencies (intelligence) to set and light a fuse to explode up to 10 rounds in the future, with a DC of 10 + the number of rounds in the future the detonation is scheduled. If the check fails by one, the fuse simply goes out. If it fails by more than one, roll 1d10. To the number of rounds the in the future the detonation is scheduled, add odd results, subtract even, and the explosion takes place that many of rounds from when the fuse was set to explode. This roll totaling 0 or less results in an immediate explosion as the Gnomish Artificer lights the fuse. The Gnomish Artificer can entrust the lighting of the fuse to an ally, but the ally must use their own tool proficiency check to set the fuse in that instance. The Save DC for those caught in the blast radius is the 8 + the total of the Gnomish Artificer’s Intelligence and proficiency bonuses.

Master of All Trades

At 15th level, the Gnomish Artificer gains proficiency in all tools, and can make a DC 15 proficiency check to comprehend the workings of and utilize any item of foreign or alien technology.

Master of Nature’s Laws

At 18th level, the Gnomish Artificer’s grounding in technology and the laws of nature and the mundane world provides her with an enhanced innate magical resistance, and she gains resistance to all magical damage. 

 

Image below copied from R.E. Moore, Demihumans of the Realms, p. 21 (1998) TSR Inc. I found no specific artist attribution for the drawing itself.