Artificer
Base Class: Artificer

The Madboy's enthusiasm and manic nature lend to both hyper-focus and wandering attention. The feeling is contagious and can sometimes influence others or even cause them to follow a Madboy's whims without thought.

Proficiencies

Starting at 3rd Level a Madboy gains proficiency with tinker's tools. If they already have proficiency, the Madboy tends to branch out.

Spell Genius

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

Madboy Spells

ARTIFICER LEVEL SPELL

3rd

shield, healing word

5th

haste, shatter

9th

fireball, mass healing word

13th

wall of fire, blight

17th

raise dead, mass cure wounds

Clanks

Beginning at 3rd level, whenever you finish a long rest, you can build an experimental clank. Roll on the Experimental Clank table for the clank's effect, which is triggered when someone activates the clank. As an action, a creature can administer it to themself or an incapacitated creature.

Creating an experimental clank requires you to have tinker's tools on your person, and any clank you create with this feature lasts until it is used or until the end of your next long rest.

When you reach certain levels in this class, you can make more clanks at the end of a long rest: two at 6th level and three at 15th level. Roll for each clank's effect separately.

You can create additional experimental clanks by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the clank, and you choose the clank's effect from the Experimental Clank Table.

Experimental Clank

D6 EFFECT

1

Healing. The user regains a number of hit points equal to 2d4 + your Intelligence modifier.

2

Swiftness. The user's walking speed increases by 10 feet for 1 hour.

3

Resilience. The user gains a +1 bonus to AC for 10 minutes.

4

Boldness. The user can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.

5

Flight. The user gains a flying speed of 10 feet for 10 minutes.

6

Transformation. The user's body is transformed as if by the alter self spell. The user determines the transformation caused by the spell, the effects of which last for 10 minutes.

Mechanical Genius

At 5th level, you develop masterful command of mechanics, enhancing the healing and damage you create through them. Whenever you cast a spell using your tinker's tools as the spellcasting focus, you gain a bonus equal to your Intelligence modifier (minimum 1) to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, or lightning damage

Genius Recognized

A Madboy's spark of Ingenuity influences those around him. A number of times per long rest equal to a Madboy's Intelligence Modifier (minimum 1) a Madboy may enter a Manic State for one minute. In their Manic State, a Madboy is obviously erratic and unpredictable, causing fear and doubt. While in the Manic State, a Madboy rolls Charisma (Intimidation) checks at advantage. While in a Manic State, and for one minute after the Manic State ends, a Madboy rolls Charisma (Persuasion) checks at disadvantage.

Mechanical Restoration

Starting at 9th level, you can incorporate rebuilding robots into some of your works:

  • Whenever a creature uses an experimental clank you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
  • You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use  tinker's tools as the focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Mastered Mechanics

By 15th level, you have been exposed to so many mechanics that they pose little risk to you, and you can use them to quickly end certain ailments:

  • You gain damage reduction equal to their Intelligence Modifier (minimum 1) to all damage.
  • You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use tinker's tools as the spellcasting focus. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
1/18/2020 12:26:54 AM
1
0
2
Coming Soon
9/13/2020 5:06:44 AM
68
9
2.5
Coming Soon
9/13/2020 5:23:47 AM
68
1
3.0
Coming Soon
3/9/2021 11:25:56 PM
80
6
3.1
Coming Soon
3/9/2021 11:38:47 PM
79
1
3.5
Coming Soon
12/21/2021 4:44:01 AM
90
5
4.0
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes