In 5th Edition Dungeons & Dragons, subclasses let players add some flair and personality to the standard classes. They are great for homebrewers, since they let players create character options with a strong theme without making a full class progression. However, there are certain things to consider when homebrewing subclasses for different classes. Here are some tips for making an Artificer Specialist, either for personal use or publication.

Spells On A Theme

Via: WIzards of the Coast

Artificers get an expanded spell list as part of their subclass. This can be a strong source of flavor at every throughout the class’s progression, ensuring that an artificer gains new powers that are unique to the subclass. Creators should make sure these spells connect to the flavor of the subclass. Some of these should be utility spells, since they are often much more unique than different ways to deal damage.

It is also important to remember that the spells gained at 3rd, 5th, 9th, 13th and 17th levels are spells of 1st, 2nd, 3rd, 4th, and 5th, respectively.

Tools For The Job

Artificer subclasses start out by granting a proficiency for a set of tools. This is important, since, given enough time and some tinker’s tools, artificers can create any artisan’s tools they need. All of these tools are more-or-less situational, so they are more useful as a way to emphasize the theme of the subclass. However, some tools have very limited uses in an adventurers life. Smith’s tools can be used to repair armor, but tools such as painter’s supplies may be less useful unless the subclass itself has abilities that interact with the tools.

RELATED: Dungeons & Dragons: How To Homebrew A Paladin Subclass

It’s also worth noting that artificers are already proficient with tinker’s tools, so creators should avoid doubling up.

Invention Specialty

Via: Wizards of the Coast

Artificers are inventors in general, but their subclass defines what they invent. This is the overall theme that the spells and tool proficiencies will draw from. The current subclasses cover potions, arcane firearms, and magical metalworking.

It is important to not make the subclass too narrow or too broad. If the type of invention is too specific, coming up with useful abilities will be difficult. If the type of invention isn’t specific enough, the subclass will be unfocused.

RELATED: Dungeons & Dragons: How To Homebrew A Warlock Subclass

Artificer Infusions

Via: Comic Book

While not explicitly part of the subclass, many creators like to add new artificer infusions. In general, these should be treated similar to other abilities, where any level limits should be used to make sure overpowered abilities aren’t available at too low a level. At the same time, infusions should remain useful as the artificer levels up. Infusions that give numerical bonuses should increase when the character reaches a certain artificer level.

Artificers can use infusions to replicate magical items, and creators can add homebrewed items to the list as well. At 2nd level, these items are mainly utility items that are not clothing, such as the bag of holding or alchemy jug. At 6th level, they tend to be items that are worn or carried, and have a mechanical non-combat benefit. At 10th level, they are often worn, and have stronger mechanical benefits, some of which have uses in combat. At 14th level, they are worn and have bonuses that have strong utility in combat and non-combat situations or offer a significant increase in some aspect of combat potency.

Creators should keep these guidelines in mind, and make sure they don’t make the subclass too strong or too weak at any given level. As for coming up with the flavor for the archetype, they’ll have to use their imagination for that.

NEXT: VALORANT: A Complete Guide To Playing Breach