Solarpunk (5e Subclass)

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Solarpunk[edit]

Artificer Subclass

As flashy as building a robotic beast or mechanized suit full of weapons can be, for most people such objects are as foreign and useful as spelljammer on the Ethereal Plane. The tools of agriculture or forestry might be far lesser in complexity, but far greater as building block of society. For that reason Solarpunks focus their magical tinkering towards using a fusion of nature and machines to build a sustainable future where all prosper, not just those with the means to create the greatest murder machines. In an obvious move, most Solarpunks have a good knowledge of at least basic druid magics, albeit viewed from an academic angle most druids would find disturbing, so that they can better integrate them with their more grounded magical tools. Many of them are particularly focused on harnessing the power of the elements to power their inventions.

As a consequence of Solarpunks’ focus on such green pursuits, they are usually lacking in dedicated combat magic in favor of support and utility spells. When forced into a battle, they can more than make up for this deficiency with a robustness rarely seen in full casters and sustained output rarely seen in half-casters.


Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with the herbalism kit, which you may use as a spellcasting focus. If you already have this proficiency, you gain proficiency with one type of artisan's tools of your choice.

Solarpunk Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Solarpunk spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Solarpunk Spells

Artificer Level Spells
3rd create or destroy water, goodberry
5th aid, continual flame
9th daylight, plant growth
13th aura of life, watery sphere
17th commune with nature, control winds
Hearty Biomancer

Starting at 3rd level, your experiments with nature magic leave you with added restorative properties for both yourself and others. Whenever you finish a long rest, you gain a number of bonus artificer hit dice equal to your Constitution modifier (minimum of 1). These hit dice expire when you begin a long rest.

As an action, or a bonus action if targeting yourself, you may expend an artificer hit die to restore hit points equal to the roll + your Intelligence modifier to any character within 30 feet of you. When a character within 30 feet of you is reduced to 0 hit points and not immediately killed, you may use this feature as a reaction to heal them.

Design Note: If you have the Durable feat and use an artificer hit die to heal another character, the minimum number of hit points they regain from the roll equals twice your Constitution modifier (minimum of 2). You regain 0 hit points.

Environmental Enginseer

Starting at 3rd level, your studies into druidism have borne fruit in knowledge both arcane and mundane. You learn decompose + a number of druid cantrips equal to your Constitution modifier (minimum 1). Your spellcasting ability for these cantrips is Intelligence. You also learn the Druidic language and gain proficiency with the Nature skill. If you are already proficient in the skill, you add double your proficiency bonus to ability checks you make with it.

Sustainable Spells

Starting at 5th level, you’ve learned how to more efficiently cycle your magical power so nothing goes to waste. Whenever you expend a spell slot, you gain recycle points equal to the spell slot’s level.

During a short rest, you may expend any number of recycle points to regain any number of expended spell slots based on the table below. You gain 1 temporary hit point for every recycle point expended when you finish the short rest.

When you finish a long rest with recycle points, you automatically expend all of them to regain 1 additional expended artificer hit die for every 2 recycle points expended.

Recycle Point Conversion

Spell Slot Level Recycle Point Cost
1 3
2 6
3 9
4 12
5 15
Sunny Forcast

Starting at 9th level, your stamina heightens in both physical fitness and spellcasting. When you finish a long rest you regain 2/3 instead of 1/2 of your total hit dice, rounded up, and gain temporary hit points equal to your Intelligence modifier. If the number of hit dice you regain exceeds your maximum number of hit dice, you can gain 1 recycle point or 1 additional temporary hit point for every excess artificer hit die instead. You cannot gain more recycle points than your Constitution modifier with this feature (minimum of 0).

You may now expend an artificer hit die to use Flash of Genius without expending a normal use of the feature. When you use this feature, the target of Flash of Genius gains temporary hit points equal to a roll of the artificer hit die.

Design Note: If you have the Durable feat and use an artificer hit die for Flash of Genius, the minimum number of temporary hit points the target gains from the roll equals twice your Constitution modifier (minimum of 2). You regain 0 hit points.

Deep Ecology

Starting at 15th level, you’ve finished working out the perfect synergies in your sustainable magitech for maximum longevity and productivity. You can add your Constitution modifier to your Intelligence ability checks and your Intelligence modifier to your Constitution saving throws (minimum of 1 each).

Your artificer hit dice become d10s, with a corresponding increase in your maximum hit points, and you gain 1 recycle point after you roll one. Whenever you roll a 1 on an artificer hit die, you can reroll it but must accept the result. Whenever you roll a 10 on an artificer hit die, you gain 1 additional recycle point.


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