Base Class: Artificer
A Contraptionist is an expert at bringing the breathe of life to their creation, and using their skills of creation to weave the foundation of creation into physical form. Contraptionists use their creations to protect life and mend wounds. Contraptions are extensions of the artificers soul, and artificers who posses the strongest wills make the greatest impact.
Tool Proficiency
3rd-level Contraptionist feature
You 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.
Contraptionist Spells
3rd-level Contrapionist feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Contraptionist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Contraptionist Spells
| Artificer Level | Spell |
|---|---|
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3rd |
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5th |
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9th |
leomund's tiny hut, Melf's minute meteors (The meteors are replaced by nuts, bolts, gears, and other small mechanical parts) |
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13th |
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17th |
Contraptions
3rd-level Conrtaptionist feature
You've learned how to create magical living contraptions. Using smith’s tools or woodcarver’s tools, you can take an action to magically create Tiny contraptions in an unoccupied space on a horizontal surface within 5 feet of you. One Tiny contraption can be held in one hand.
You can create a number of contraptions equal to your proficiency modifier between every long rest or until you expend a spell slot to create up to 3 more. You can have only 5 contraptions at a time and can’t create more while your contraptions are present.
The contraption is a magical object. The contraptions has an AC of 12 and a number of hit points equal to two times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss all or just one contraption/s early as an action.
When you create a contraption, you determine its appearance. You also decide which type it is, choosing from the options on the Contraption table. On each of your turns, you can take a bonus action to cause one of the contraptions to activate if you are within 120 feet of it. The Contraptions can be activated as long as it is attached to the body of a creature you can see.
As an Action, You can throw 1 of your contraptions to a range of 60 ft. and attach it to an ally, or onto any solid surface like a floor tile, wall, or ceiling.
Contraptions
| Contraption | Activation |
|---|---|
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R-1-0-T |
The contraption opens a small hatch revealing a small magical flame. The contraption uses this flame to activate one of the specified effects below. Fireworks. The target explodes with a dazzling display of colors. Each creature of your choice within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn. Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it. |
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C-0-V-3-R |
As a bonus action, choose one target within 5 ft. of the contraption, any attacks directed towards the target are done at disadvantage. The contraption also increase the AC of any creature within 5 ft. of it by 1. |
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H-3-L-P |
The contraption can use the help action, and the contraption can help creatures within 30 ft. of it. |
Mechanical Savant
5th-level Contraptionist feature
At 5th level, you've developed masterful command of magical trinkets, enhancing the healing and damage you create through them. Whenever you cast a spell using your smith's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).
Mundane Manufacturing
5th-level Contraptionist feature
At 5th level, you've learned how to create basic items and necessities (such as length of rope, crowbars, or clothing ) from nothing but the sweat of your brow, the dirt from the ground, and your imaginative use of tools. During every short or long rest, you can magically create ammunition, adventuring gear, and simple weapons that is worth no more than 50 gp all together. After 7 days, the items created from this feature begin to fade away and crumble.
Additionally, you can spend a minute to create one non magical item that is worth no more than 5 gp as you use the very elements around you to weave your desired item into being. You can use this feature in this way an amount of times equal to your proficiency modifier between every long rest.
- Consumables/items made with this feature that require a Save DC use your spell casting save DC.
- Consumables made with this feature such as Alchemist's Fire and Acid Vials increase in effectiveness, dealing an extra 1d4 damage.
Mundane Arts
9th-level Contraptionist feature
Your ability to bring the strands of your imagination into reality has allowed you to bring in more creative items into play:
- Your Mundane Manufacturing price cap is now 500 gp, whenever you are taking a long rest.
- You can now craft martial weapons and armor.
- Every Long Rest, you can craft 3 common magical items. These magical items do not require attunement by the wearer/user.
- Your contraptions heal creatures of your choice for 1d4 + Your intelligence Modifier upon activation, this feature can not restore allies past half of their maximum Hit Points.
The Armor Class of your contraptions increases by 2.
Mundane Mastery
15th-level Contraptionist feature
You’re a master at bending the very ideas around you into form.
- Whenever you create an item using your mundane manufacturing, you can choose to make these items sentient, and these items can be equipped/used by you or your allies without needing attunement. The items are allies to you and your companions. In combat, the items shares your initiative count, but it takes its turn immediately after yours (or your ally). It obeys your verbal commands (no action required by you or your ally). If you(or your ally) don’t issue any, it takes the Dodge action and uses its move to avoid danger.
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Living Item Small construct Armor Class: 15 + your spell casting modifier (natural armor) Hit Points: 20 (consumables only) or 30 (equipment and ranged weapons only) or 50 (melee weapons and armor only) Speed: fly 60 ft. STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 16 (+3) 8 (−1) 10 (0) 10 (0) Senses: darkvision 60 ft., passive Perception 12 Languages: understands the languages you speak Challenge: — Proficiency Bonus: equals your bonus Magic Items. The construct's attacks are considered magical. Pack Tactics. The item has advantage on an attack roll against a creature if at least one of the item’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Construct Nature. The constructs do not need to breath and is immune to any toxins and poisonous gases. Actions Multiattack. The construct makes two attacks. The construct deals the damage type that correlates to the weapon/item they inhabit. Slam/Slash/Pierce. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + your spell casting modifier bludgeoning/slashing/piercing damage.
Previous Versions
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4/8/2023 7:02:51 AM
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0.1
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Coming Soon
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