Every character in a roleplaying game is of some race. That’s just how things work. Usually picking your character’s race is the first choice you have to make when building a character. But what’s in a race? Let’s take a look at the races of DnD to find out. [Read more…]
Over the recent years, Dungeons and Dragons has made its way back to the forefront of the cultural consciousness. Thanks to shows like Stranger Things, as well as celebrities like Matthew Lillard and Joe Mangianello, this game has become more popular than ever. The game has inspired many shows dedicated to it. One of them, Critical Role, even turned their story into an animated show, which turned out to be the highest television kickstarter ever! Dungeons and Dragons has started this momentum into a new renaissance of gaming with its fifth edition, which is going strong on its fifth year. The best time to start playing is now! That’s why you’re here; to begin your adventure as a story teller. Welcome! Now the big question comes: Where do you start? [Read more…]
It’s official: I have moved! Well, physically at least. I’ll remain here online, bringing the content! With this new move comes a new mind set, so there will be a few changes around here.
The first change is for posts here. I’ll be putting a post up each and every Thursday. The day is subject to change, but even if it does the posts will be up on a weekly basis.
And that’s just the beginning of the new content. I’m still working out the details, but I plan on making my debut on Youtube very soon! These videos will start out much like posts here, focusing on taking your game to the next level. After a while, the channel will branch out from there into stuff like actual plays and other fun videos.
The other platform I’m diving into is Twitch. I’m already established on there (twitch.tv/bravothebard) and I intend on streaming more D&D content there. Game prep, actual plays, D&D themed video games, and Q&A sessions. There’s no real set schedule for these streams, but I will be letting you know when I will stream through Twitter and Instagram.
Those are the changes for the near future! I hope to continue to improve in all aspects and pass that improvement to you all. Together we will improve our games of Dungeons and Dragons, and bring many more players to the game. Thank you for taking this journey with me; it should be a fun one!
Wizards just recently released the update to the artificer class on Unearthed Arcana. So I thought I would do an update of my own. When the first iteration of the class came out, I devised a guide to flavoring the artificer spells. A large focus of the artificer is flavoring your spells to fit with the multitude of tools you can cast them through. This guide offers inspiration for each spell granted through a subclass of the artificer. These flavor texts use the material components where applicable as a jumping off point. Hopefully you can use this as a source of inspiration when playing your own artificer!
Purify Food and Drink-
You pull out a caged homunculus. This creature, spawned from trash, loves eating impurities from your food.
Ray of Sickness-
You pull out a vial of green sludge with a smell so putrid that almost makes you gag as you throw it at your enemy.
Melf’s Acid Arrow-
You pull out a wine skin. Further inspection reveals that this is actually an adder’s stomach. You open it, and the leaf inside glows, shooting forward into an acidic arrow.
You pull out what appears to be a small cotton candy machine. As you insert a bit of spider web it is pulled larger and larger until you fling it at your target.
Create Food and Water-
You pull out small rationed bags from your backpack. These bags of processed food are not unlike astronaut meals, but they get the job done.
You grind a rotten egg in a pestle, wafting the fumes to your target location where it lingers in a nasty cloud.
You wind up a mechanical mosquito, and throw it at your enemy. It flies to it, sucking the target’s blood before inertly falling to the ground.
You administer a potion to your ally. This concoction is distilled from half-orc blood, and carries that tiny spark of Gruumsh with it, saving your ally from the brink of death.
You pull a skull shaped vial filled with yellow-green liquid from your belt. You hold your breath as you uncork it, hurling it at your target, where it explodes into a choking fog.
You take a clawed, glowing metal disc and attach it to the deceased’s chest. The device pumps electrical current through its body, jumpstarting all functions. The process takes some days before the device can be safely removed.
You rub a pinch of soot and salt between your fingers, and use the mixture to mark an arcane rune on the inside of an earmuff. When placed over your ear, this device allows you to understand any language you hear. It can even be used to read written language by running the earmuff over it.
You pull from your pack a small windup music box. When you wind it the gears move, but no one but your target hears the music it produces. This is lucky, because it is excruciating.
You place a copper piece into a piggy bank, holding it up to your ear like a seashell. The big difference being instead of the ocean, you can hear one’s thoughts.
As you cast this spell the twig comes to life, spinning in your palm before stopping in the direction of your chosen location.
You pull out a crystal vial filled with a material that glows when you shake it. You twirl the vial between your fingers, creating a dance of colored light that entrances all who see it.
You hand the small ziggurat to your ally. As its mind awakens, a variety of small voices speak to your ally, translating words for them.
The bloodhound fur’s mind awakens at your command, as it takes the shape of a hound. The hound homunculus points you towards the creature you wish to find.
You awaken the part of your enemy’s mind that holds their darkest fear. This causes them to see it as real, causing terror.
You light your incense and lay out four ivory strips. As you meditate over them, the minds of the strips are awakened, telling you the lore of what you’re meditating over.
You use your knowledge of inanimate minds to influence sapient ones. You know how to direct the conversation, ask the right questions, say the right things, and subtly alter what your target knows.
Shield- You pull up your arm to bock an incoming attack, and the bracer temporarily unfolds into a large tower shield to block an attack before converting to normal.
You pull out a box. At the center of this box lies a mini thunderstorm. When you open the box there is a clap of thunder that sends a shock wave of force outwards.
You produce a hand held black ball. As you light it, it glows bright read and spins, flinging three fiery rays.
You pull out a sheet of mica that has been fashioned to resemble a bell. When it rings, it erupts into painfully cacophonous noise.
You take a pellet of smashed bat guano and sulfur and throw it on the ground toward your target, like a snapper firework. Instead of a startling pop, this pellet creates a damaging explosion.
You drip a few drops of water into a round container of dust. You throw it into the air towards your target, where the container’s helicopter blades lift it into the clouds above, dispersing the mix and transforming the cloud into a small hailstorm.
Wall of Fire-
You pull out a piece of phosphorous that has been fashioned into chalk. It sparks as you draw a line along the ground, erupting into a wall of flame.
Cone of Cold-
You pull out a device resembling a handheld snow blower. The small crystal at its core grows impossibly cold as it powers the device, shooting out a small localized blizzard.
Wall of Force-
You produce a small metal cube with glowing blue lines etched in. As you toss it the lines glow brighter, expanding into an impenetrable force field.
Battle Smith Spells
You take a rune etched onto a metal plate and slap it onto an ally’s chest. It starts to glow, giving your ally a super hero-like confidence.
You coat your weapon in alchemist fire, which erupts into flame upon contact, setting your opponent ablaze.
You pull out two platinum rings, giving one to your ally. These strings are attached by a thin ethereal silver strand that pulses with light any time either of you are hurt, splitting the damage.
Aura of Vitality-
You remove a vial of neon pink liquid from your belt, pointing the nozzle into the air and spritzing out a cloud that covers your allies in healing mist.
You coat your weapon in nitrocellulose (used in flash paper). As you hit your enemy, your weapon ignites into a blaze that blinds them.
Aura of Purity-
You pull out a small cylinder with a mesh cover. As you pull a cord, the fan inside springs to life, pulling in toxins and putting out clean air.
You activate a device on your weapon which triggers a guiding mechanism. Once activated, your weapon is guided towards the victim’s head, dealing a disorienting blow.
Part of your weapon unfolds, transforming the weapon into to masses of metal. As your hit connects, the second part of your weapon slams into the other, creating a thunderous shockwave with the force to send your target to another dimension.
Mass Cure Wounds-
You pull out a miniature golden anvil. As you strike it, it rings out, producing a golden wave of energy that washes over your allies, healing them.
And there you have it! The updated list of flavors for spells from the artificer subclasses. Which artificer subclass is your favorite? What do you think of the class so far? Let me know down below!
The revised artificer has been released for a while now, and I’ve had some time to think about it. Artificer was my second favorite class from 4th edition (second to swordmage) and this revision does the class justice. My favorite part of this class is the license to flavor it gives you. In order to cast your spells you must use a tool set of some sort. You then use these tools to create the spells you cast, describing how you achieve their effects.
Examples of this would be using brewer’s supplies to become a fire spitter and spit a firebolt, or using calligraphy tools to paint something into existence using prestidigitation. The most widespread use of this flavoring is to use tinkering tools to create prototypes of magical items. Your only limit here is your imagination, and that’s what’s great about it. Flavoring abilities has been one of my favorite things to do in this game, and so I set out to create an example of flavor for every artificer spell. Hopefully this will serve as a spark of inspiration as you bring your magical inventor into the world.
Acid Splash- You pull a spherical vial of green acid from your pocket, shake it, and throw it at your target.
Mage Hand- You reveal a small movie projector. As you wind it up, it projects the image of a hand that then obeys your command.
Dancing Lights- You open a tin of glow worms, placing them into four paper lanterns that then float as you dictate.
Mending- Using a lighter, you magically melt 2 lodestones, using the material as a filler to fix your target.
Fire Bolt- You pull out a small scale catapult made out of a matchbox. You then flick the match to fling a bolt of fire at your target.
Message- You speak your message into a wooden cup with a copper wire stuck to the bottom that fades into etherealness.
Guidance- You give your target a pair of glasses that show them a heads up display that guides them with visual indicators.
Poison Spray- You pull out a pump sprayer loaded with purple liquid, pumping out a gas cloud at your target.
Light- You attach a light bulb with a spider-like base to your target.
Prestidigitation- You pull out a small candle that shimmers as you light it. You make a small wish as you blow it out, and the smoke puff forms into the effect of your choice.
Ray of Frost- You pull out a gun loaded with an icicle that seems to never melt. It pulses blue energy towards your target.
Resistance- You pull out a small square of folded cloth. As you throw it to your target it unfolds into a cloak that protects your ally.
Shocking Grasp- Tesla coils on the bracelet of your glove spark as you touch your target.
Spare the Dying- You use a less lethal setting on your shocking glove to stabilize your ally.
Thorn Whip- You pull out a small potted plant. As you pour glowing yellow fertilizer on it, it grows a vine, whipping your target.
Create Bonfire- You take a flint and steel, striking them to create a spark. The spark floats to a location of your choice, where it flares up into a bonfire.
Magic Stone- You rub a substance on up to three pebbles, giving them a property that makes them cut through the air like a sword through flesh.
Thunderclap- You pull a small white popper from your pocket. As you throw it on the ground, it emits a thunderous sound.
Alarm- You pull out and set up a trap like mechanism that uses silver wire and a bell as the triggers.
Arcane Weapon- You attach a dial with an inset gem that changes colors when you turn the dial to your weapon.
Cure Wounds- You unwrap some clay that you apply to your ally’s wounds. The clay melds into their flesh, fixing the wound.
Detect Magic- You extend a device from your bag that resembles a metal detector. It works similar, only for magic.
Disguise Self- You pull up a ringed shower curtain over yourself. Like a quick change artist, you drop the curtain moments later, revealing your disguise.
Expeditious Retreat- You activate wheels on your shoes, propelling you.
False Life- You pull out a bottle of alcohol that has small faint ghosts floating around in the liquid.
Grease- This slippery bottle of oil almost slips from your grasp before throwing it at your target.
Identify- You observe your target through a magical monocle with a pearl based frame and a chain adorned with an owl feather.
Jump- A grasshopper leg sits in the main gear of this exosuit like pair of legs that you give to your target.
Longstrider- A pinch of dirt gets ground in the gears of this propelled wheel apparatus that attaches to the shoes.
Sanctuary- An armature holds a silver mirror that reflects light into would be attackers’ eyes.
Shield of Faith- Your target takes a swig of a yellow potion that has a parchment of holy text pickling inside.
Absorb Elements- A metal plate on the back of your hand shields you from the attack, saving some energy to expend on your next attack.
Catapult- You throw out a mini trebuchet to an object. The trebuchet’s hand like appendage then grabs the object and throw it.
Snare- You attach a small jet to some rope, tying it into a loop and placing it. Once the trap is triggered, the jet flies into the air, hoisting the creature.
Aid- You stamp on premade runes onto a white cloth, which you then throw onto your allies.
Alter Self- You shake a bottle of blue goo, place a cone device with a ripcord on it, aim it and pull the ripcord. The device shoots a blue smog that envelops and alters as you desire.
Arcane Lock- You pour gold dust into the hole of a padlock, grinding it with a key before placing the lock.
Blur- You spin a prism inside a gyroscope, bending light around yourself and blurring your image.
Continual Flame- You apply oil with ruby dust mixed in on your target, then light it with a match.
Darkvision- You use a prototype temporary version of Goggles of Night.
Enhance Ability- You pull out a potion flask that is identified by the matching piece of animal fur or feather wrapped around it.
Enlarge/ Reduce- Pinching iron dust between your fingers, you look through your pointer finger and thumb at your target. You then expand or reduce your fingers as your target does the same.
Heat Metal- You heat an iron bead with a blowtorch, then throw the molten metal onto your target.
Invisibility- You melt gum arabic holding an eyelash onto a mirror. The mirror melts into a cloth that you place on your target, creating active camouflage.
Lesser Restoration- You give your target a vial of clear liquid that then changes color to match the ailment it’s fixing.
Levitate- Golden wire acts as the structure for this rocket pack.
Magic Mouth- You apply a lipstick made of jade dust and honeycomb. You then kiss your target, leaving behind an animated mouth.
Magic Weapon- You attach a small gem that bathes the weapon in pale blue light.
Protection From Poison- You take a pill that expunges all poison out of your pores.
Rope Trick- A loop of parchment is tied around a potion made of primarily powdered corn extract that activates when shaken.
See Invisibility- You pour Talc and silver powder into the frames of x-ray glasses.
Spider Climb- Mechanical spider limbs sprout from this backpack, carrying you up vertical surfaces.
Pyrotechnics- You throw sand (multicolored for fireworks, black for smoke) onto a nearby fire. The fire is either molded into fireworks, or smothered into smoke.
Skywrite- You write up to ten words on a piece of parchment. You then roll it up and place it in the pilot seat of a toy biplane, which then takes flight and writes the words in the sky with its exhaust.
Blink- You pull a dagger out that you slice through the air at the end of your turns. On successes the dagger cuts a hole into the ethereal plane.
Dispel Magic- You pull out a vacuum hose that sucks the magic from your target.
Elemental Weapon- This device is your improvement on the Arcane Weapon prototype.
Fly- This backpack unfurls into a wooden skeleton of wings covered with leather that grants flight.
Gaseous Form- You pull out a glass vial that holds ever burning alchemist’s fire. You uncap it and smoke filters through the gauze on it. The smoke then sweeps up the target, changing their form.
Glyph of Warding- You use chalk made of incense infused with diamond to draw a glyph. The incense smells like ginger for explosive runes, and lavender for spell runes.
Haste- You throw licorice root into a small blender. The blades spin faster and faster before you stop it and throw the mixture to your target, who then drinks it.
Protection From Energy- You pull out a piece of armor engraved with a rune. It orbits your ally, taking the brunt of a type of damage.
Revivify- A diamond fits into the power supply of this defibrillator.
Water Breathing- You throw a scuba like apparatus to your allies that allows them to breathe under water.
Water Walk- You activate a stack of cork boards that glow with arcane energy. They fly underfoot to catch your allies as they walk over water.
Catnap- You put a pinch of sand into a bellow, pumping out a large cloud of sand that covers your allies, lulling them into a peaceful sleep.
Flame Arrows- You wrap a mechanized metal band around the opening of a quiver. As arrows are drawn, the band sets the arrowheads aflame.
Tiny Servant- You attach a small exo-suit to an object, granting it life.
Arcane Eye- Bat fur and an eye are repurposed into a clockwork sentry that you put a small invisible cloak over.
Fabricate- You activate a crystal spider that weaves your item with its silk, much like a 3D printer.
Freedom of Movement- You take a leather strap from your sleeve and slap it onto your ally. The magic activates as it wraps around with the motion.
Leomund’s Secret Chest- You perform this spell and make a matryoshka of chests, reversing when you want to access the chest.
Mordenkainen’s Faithful Hound- You call the hound by blowing a in whistle with a bone piece attached to it by a thread.
Mordenkainen’s Private Sanctum- You fold a lead sheet into a box around a cloth wrapped chrysolite laid on an opaque glass. The box then expands into the sanctum.
Otiluke’s Resilient Sphere- You take two half shperes, one crystal, one gum arabic, and combine them with interlocking iron bands.
Elemental Bane- You throw a vial of smoke at your target. As they breathe in the smoke, they enter a coughing fit. While distracted, they’re easier to hit with spells.
Vitriolic Sphere- You throw a plastic balloon full of slug bile to an area. The balloon bounces once before bursting into an acidic explosion.
Animate Objects- You pull out a jar containing electric elementals, break it open and the elementals possess the objects.
Bigby’s Hand- You break an egg into a box. The box then inflates a snakeskin glove into the hand.
Creation- Your 3D printing crystal spider gets an upgrade.
Greater Restoration- You crack the diamond with a piston powered nut cracker, mix the dust into water, then apply it to your target.
Wall of Stone- You throw a fist sized block of granite toward your target. It then explodes before reforming into a wall.
Skill Empowerment- You hand a small book with a gear on the spine to an ally. The gear spins, flipping through the pages and power reading to them, granting them expertise in a skill.
Transmute Rock- You splash a mixture of clay and water from a flask onto an area of stone or mud. The mixture reacts to the rock, transforming it to your liking.
And that’s all of the base artificer spells! Let me know if you want to see the spells given by subclasses, or even flavors for the infusions. What do you think of the artificer? What magical wonders have you created? I’d love to know!