Base Class: Artificer
Praying to your god wont save you now.
Tool Proficiency
3rd-level Doofenshmirtz 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.
Doofenshmirtz Spells
3rd-level Doofenshmirtz feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Doofenshmirtz Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Complicated childhood
3rd-level Doofenshmirtz feature
You select an additional background at level 3, 5, 9, and 15. You get any additional proficiencies, languages or other features that come with it.
Inators
5th-level Doofenshmirtz feature
You gain the ability to create an Inator. The Inator comes in two forms, remote controlled or vehicle. You can choose which form you want below. You determine the look of your Inator but this has no in game effects on its function. I combat the Inator shares your initiative count, but it must take its turn after you. It can move and take reactions on its own but only takes the dodge action on its turn unless you use your bonus action to command it to do otherwise. If you are incapacitated the Inator can take any action of your choice.
If the mending spell is cast on the Inator it regains 2d6 hit points. If it is to die, within the hour, you can use your action to repair it with your tinkerer or smith's tools while it is within 5 ft of you. After 1 minute the Inator is able to restart and regains all its hit points. If the Inator is dead a creature can use its action to make an intelligence check with a DC of 5 + your proficiency modifier + your intelligence modifier to find the self-destruct button and then press it. If this button is pressed your Inator is destroyed until your next long rest where you can create a new one.
Your Inator can replicate 2 spells that require concentration and any number that does not with a spell level equal to half your artificer level rounded up (cantrips counting as 0). You can change these spells after a long or short rest.
Remote Controlled
Inator - Medium Construct
HP: (Artificer Level)d8 + (your Intelligence modifier + four times your artificer level)
AC: 15 | Speed 40 ft
STR: 12(+1) | DEX: 14(+2) | CON: 14(+2) | INT: 4(-3) | WIS: 10(+0) | CHA: 6(-2)
Saving Throws Dex +1 plus PB, Con +2 plus PB
Skills: Arcana +0 plus PB × 2
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, poisoned, frightened, blinded
Senses darkvision 60 ft., passive Perception 10 + (PB × 2)
Proficiency Bonus (PB) equals your bonus
Traits:
Remote Controlled. You can order the Inator to take an action from up to 10 × your artificer level.
Actions:
Inator Spells. The Inator can store up two spells that are decided during a long or short rest. The Inator can “replicate” a spell meaning that any verbal, somatic and material components are ignored as well as it being cast as an action and on any place or creature (ignore self and any spell has a range below 20 ft has a range of 60 ft). If the creature is unwilling to have the spell cast on it and the spell does not have any save it must make an intelligence save at your spell dc. Only one spell that requires concentration can be replicated and any spells without concentration can only be active at once (you cannot cast a spell multiple times while that spell is active). Every time the Inator replicates a spell it must roll a d20 with a DC of 7 + the spell level. This counts as a save or check and has no modifiers but can gain advantage/disadvantage and boosts from spells/abilities. You can also upcast a spell to half your artificer level rounded up (this counts as casting a spell of that level). If you succeed the spell happens as stated. If you fail by less than or equal to 5 the machine breaks and needs an action to be repaired. If you fail by more than 5 a malfunction happens, this causes the spell to go wrong. How this happens is up to the DMs discretion and can change each time, the failure should be directly proportional to how bad you roll.
Overdrive(3/day). The Inator uses Inator Spells but the spell's effect is much more powerful. This overdrive power should match the level of the Artificer and is up to the DM. Once this is used the Inator can not do anything for 1d4 turns, the inator can ignore this if it uses overdrive again but must still do nothing for 1d4 turns after it runs out of uses.
Reaction:
Deflector Shield. If an attack hits the Inator can add PB to its AC if the attack still hits the creature takes 5 force damage.
Vehicle
Inator - Large Construct
HP: (Artificer Level)d10 + (your Intelligence modifier + five times your artificer level)
AC: 15 | Speed 30 ft
STR: 14(+2) | DEX: 12(+1) | CON: 16(+3) | INT: 4(-3) | WIS: 10(+0) | CHA: 6(-2)
Saving Throws STR +1 plus PB, Con +2 plus PB
Skills: Arcana +0 plus PB × 2
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, poisoned, frightened, blinded
Senses: darkvision 60 ft., passive Perception 10 + (PB × 2)
Proficiency Bonus (PB): equals your bonus
Traits
Vehicle. You can only order the Inator to take an action when you are in/riding it. You move with the Inator and can dismount/mount without using an action.
Actions:
Inator Spells. The Inator can store up two spells that are decided during a long or short rest. The Inator can “replicate” a spell meaning that any verbal, somatic and material components are ignored as well as it being cast as an action and on any place or creature (ignore self and any spell has a range below 20 ft has a range of 60 ft). If the creature is unwilling to have the spell cast on it and the spell does not have any save it must make an intelligence save at your spell dc. Only one spell that requires concentration can be replicated and any spells without concentration can only be active at once (you cannot cast a spell multiple times while that spell is active). Every time the Inator replicates a spell it must roll a d20 with a DC of 7 + the spell level. This counts as a save or check and has no modifiers but can gain advantage/disadvantage and boosts from spells/abilities. You can also upcast a spell to half your artificer level rounded up (this counts as casting a spell of that level). If you succeed the spell happens as stated. If you fail by less than or equal to 5 the machine breaks and needs an action to be repaired. If you fail by more than 5 a malfunction happens, this causes the spell to go wrong. How this happens is up to the DMs discretion and can change each time, the failure should be directly proportional to how bad you roll.
Overdrive(3/day). The Inator uses Inator Spells but the spell's effect is much more powerful. This overdrive power should match the level of the Artificer and is up to the DM. Once this is used the Inator can not do anything for 1d4 turns, the inator can ignore this if it uses overdrive again but must still do nothing for 1d4 turns after it runs out of uses.
Reaction:
Deflector Shield. If an attack hits the Inator can add PB to its AC if the attack still hits the creature takes 5 force damage.
Preemptive Trap
9th-level Doofenshmirtz feature
You can no longer be surprised and gain an additional +2 to initiative.
You can use a bonus action to place a trap within 5ft of yourself and infuse it with an artificer spell of a level you can cast. You can activate the trap with a reaction or the trap activates when conditions are met. The trap must be anchored on an object or point in space and the trap is completely undetectable without the use of magic. Once the spell triggers it uses a spell slot equal to its level. You can have a number of these equal to your proficiency modifier. You can remove the traps with a bonus action, this doesn't make you lose a spell slot.
Improved Inators
15th-level Doofenshmirtz feature
Your inators gain the following benefits:
- Your Inators giant a +2 to armor class
- Your Inators gain an extra spell.
- The damage for the Deflector shield increases to 10.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
11/28/2023 4:29:05 PM
|
25
|
3
|
--
|
Coming Soon
|
Comments