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.
No comments:
Post a Comment