Artificer
Base Class: Artificer

The Scavenger is a keen eyed hoarder who can manage to see the gold within actual scrap. Scavengers make their way around cities and abandoned wastelands looking for any components and materials that they deem worthy of being reused. After all, 'Nothing should go to waste!'.

Scavengers love to keep any piece of technology they can get their hands on, and absolutely never discard any potentially useful material. There are known to be trade networks between Scavengers as whenever two or more of them gather typically they exchange bags of scrap for their own individual projects. If you happen to have any trash you might think is just taking up space, contact your local Scavenger!

Tool Proficiency

You gain proficiency with the Jeweller's tools however if you already have this proficiency you may pick another set of tools

Scavenger Spells

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

 

Scavenger Expanded Spell List

Spell Level Spells

3rd

fog cloud, sleep

5th

immovable object, locate object

9th

conjure barrage, meld into stone

13th

dimension door, locate creature

17th

animate objects, scrying

You Snooze You Loose

Your movement speed increases by 10ft and you gain proficiency with sleight of hand

Hand Crafted

You may choose to spend 1 hour to create an Artificer weapon. You will be proficient with this weapon, may use your Intelligence modifier instead of Strength or Dex and gain points equal to your your Artificer level + your Intelligence modifier which you may spend upon the creation of this weapon. You also gain proficiency with improvised weapons

Refer to the Artificer weapon table for the effects you can apply to it however remain within logical reason for your choices. You must pick at least one from each of the first three rows

No. of Points 1 2 3 4 5

Damage Die

1d4 

1d6

1d8

1d10

1d12

Type

Heavy, Two-Handed

Thrown, Light

Finesse, Versatile

Ammunition

Silvered, Reach

Damage Type

Bludgeoning, Slashing, Piercing

Fire, Acid, Poison, 

Cold, Lightning

Necrotic, Thunder

Radiant, Force

Special Feature

Glow

Swift

Extend

Return

Stun

 

Glow

Your improvised weapon emits a strong bright light in between 5ft and 30ft radius around you that can be turned on and off with a bonus action

Swift

You may attack again using your improvised weapon as a bonus action

Extend

You can choose to increase your reach by up to 15 feet however you sacrifice your bonus actions for the duration of the extension

Return

You may use your bonus action to make your improvised weapon return to you with a max distance of 120ft

Stun

You may attempt to stun your enemy as a bonus action, the creature must succeed a DC 15 Constitution saving throw or be stunned until the end of its next turn

Innovative Junkrat

You have eventually learned to incorporate useless material in new innovative ways, every long rest you may choose to increase your AC or add a bonus to a weapons attack rolls equal to your Intelligence modifier (minimum of 1) however every time you are attacked by a melee attack, the bonus decreases by 1 until it is back to it's original number. If you do not return to the initial value it will reset during the next long rest

Copycat

You have managed to find a way to replicate the arcane effects of any spell from any class spell list of up to level 6 by scavenging through old books, scrolls and recipes. You will still need the material and monetary components unless you have an arcane focus. You can do this once every short rest

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