Artificer
Base Class: Artificer

Sometimes seen as the oddball of the various Artificer specialists, the Scrapper is a master of what other Artificers discard as junk. Make no mistake though, these hoarder misfits exemplify everything an artificer is at their core - Innovative, curious, with a spark of insanity mixed in with genius. They take what others see as trash, and turn it into works of art.

Tool of the Trade

You have proficiency with improvised weapons. You also gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Scrapper Spells

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

Scrapper Spells
Artificer Level Spell

3rd

magic missileshield

5th

cloud of daggers, locate object

9th

leomund's tiny hut, melf's minute meteors

13th

dimension door, fire shield

17th

passwall, steel wind strike

 

Another's Treasure

Beginning at 3rd level, you can take anything lying around - A table leg, a shard of glass, a cooking pot - and turn it into a deadly weapon of war. When you hold/make an improvised weapon, the DM will determine if it deals slashing, piercing, or bludgeoning damage, and if it is one-handed (base 1d4 damage) or two-handed (base 1d6 damage) based on its resemblance to real weapons. You can use a bonus action to use your smithing tools to roll on the Upgrade Table to apply a random upgrade to an improvised weapon you are holding. An upgraded improvised weapon count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Upgrade Table

d6 Effect
1 Heavy Smashers. You affix heavy weights to the weapon, adding a bonus 1d6 bludgeoning damage. When you damage a target with this weapon, roll 1d4. On a 4, you can knock the target away from you up to 10 feet.
2 Spiky Stabbers. You attach spiky things such as rusted nails, sharpened sticks, etc. to your weapon, adding a bonus 1d6 piercing damage. When you damage a target with this weapon, roll 1d4. On a 4, you reduce that target's AC by 2 until the end of its next turn.
3 Sharp Slicers. You add sharp metal scraps, broken glass, or other slicing edges to your weapon, adding a bonus 1d6 slashing damage. When you damage a target with this weapon, roll 1d4. On a 4, the target's speed is halved until the end of its next turn.
4 Burning Flames. You coat the weapon in flammable materials, and set it alight, adding a bonus 1d6 fire damage. When you damage a target with this weapon, roll 1d4. On a 4, you can ignite the target. A target on fire takes 1d10 fire damage at the start of its turn. The target can use an action to put the fire out.
5 Shocking Coils. You wrap your weapon with suspect electrical components and wires, adding a bonus 1d6 lightning damage. When you damage a target with this weapon, roll 1d4. On a 4, the target must succeed on a Constitution saving throw or be stunned until the end of its next turn.
6 Venomous Goo. You slather the weapon in dangerous chemicals and diseased meat, adding a bonus 1d6 poison damage. When you damage a target with this weapon, roll 1d4. On a 4, the target must succeed on a Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 

An upgraded improvised weapon can be used in a number of attacks equal to your Intelligence modifier plus your proficiency bonus(a minimum of twice) before they break and become unusable. You can apply only one upgrade on an improvised weapon and it is removed when you drop or stow the weapon. If you try to upgrade another improvised weapon, the old upgrade is immediately removed, and then the new upgrade applies. You can also consume a spell slot to apply an upgrade to an improvised weapon as a bonus action. If you do, you may choose the upgrade applied from the Upgrade Table.

You are able to apply your infusions to your upgraded improvised weapons.

Extra Attack

Starting 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Junkrat's Armor

At 9th level, you have found new uses for all the scrap you carry around for makeshift weapons. Now, you know how to enhance your armor with ad hoc ablative shielding.

After finishing a long rest and if you are wearing medium or heavy armor, your armor gains a bonus to Armor Class equal to your Intelligence modifier (a minimum bonus of +1). Whenever you take damage, roll 1d4. On a 4, pieces of this scrap-built extra armor break off, and your bonus decreases by 1 point until it returns to its normal base value.

Sage of Junk

By 15th level, you have become a lethal force with any random object that fits your fancy:

  • Whenever you hold an improvised weapon, you can automatically apply a random upgrade from the Upgrade Table.
  • When you cast a spell of 1st level or higher, the next attack you make with an upgraded improvised weapon deals extra force damage equal to 1d10 times the level of the spell cast, to a maximum of 5d10.
  • You now gain the Junkrat's Armor bonus after a short or long rest, instead of only a long rest.

Previous Versions

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