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.

Scrapper's Tools

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

Scrapper Spells

3rd-level Scrapper feature

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

catapult, grease

5th

cloud of daggers, shatter

9th

conjure barrage, incite greed

13th

fabricate, secret chest

17th

creation, steel wind strike

Another's Treasure

Scrappers can take anything lying around - A table leg, a shard of glass, a cooking pot - and turn it into a deadly weapon of war. Beginning at 3rd level, you have proficiency with improvised weapons. When you attack with an improvised weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

When you equip/make an improvised weapon, the DM will determine if it deals slashing, piercing, or bludgeoning damage, and if it is one handed (base 1d8 damage) or two handed (base 1d12 damage) based on its resemblance to real weapons.

You may use a bonus action to use your smithing tools to apply a random upgrade (roll 1d6) to an improvised weapon, adding one of the following features:

  • (1) Heavy Smasher - 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 may knock that target away from you up to 10 feet.
  • (2) Spiky Stabbers - You attach spiky implements 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, reduce that target's AC by 2 until the end of your 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, you may reduce the target's movement speed by 10 feet until the end of your 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 ignite the target. A target on fire takes 1d10 fire damage at the start of their turn and must 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 cannot take reactions and can only use either an action or a bonus action during their next turn, not both.
  • (6) Slimy Goo - You slather the weapon in dangerous chemicals and diseased meat, adding a bonus 1d6 acid damage. When you damage a target with this weapon, roll 1d4. On a 4, the target becomes poisoned for 1d4 turns.

Improvised weapons break after a number of attacks equal to your Intelligence modifier plus your Proficiency bonus. You may only have two upgrades on an improvised weapon at a time. You may also spend a full action on your turn to apply an upgrade to an improvised weapon. If you do, you may choose the upgrade applied.

Improvised Weapon Adept

Beginning at 5th level, you have become more adept at using your improvised weapons. You can attack twice, rather than once, whenever you take the Attack action on your turn.

Additionally, you are now quick to assess the combat utility of any piece of junk you happen across. Once per turn, you can pick up and/or equip an improvised weapon without expending any action to do so.

Junkrat's Armor

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

After finishing a long rest, your armor gains a bonus to its Armor Class equal to your Intelligence modifier (minimum of one). Whenever you get hit by an attack, pieces of this scrap-built extra armor break off, and your bonus decreases by 1 point until it returns to its normal base value.

You are also now able to apply your infusions to your improvised weapons, and improvised weapons with an infusion on them have twice the normal durability before breaking (twice your Intelligence modifier + twice your Proficiency bonus).

Sage of Junk

Beginning at 15th level, you have become a lethal force with any random object that fits your fancy. Whenever you equip an improvised weapon, it automatically gains an upgrade. Improvised weapons can now have three upgrades applied to them at a time, instead of two.

You also now gain the Junkrat's Armor bonus after a short or long rest, instead of only a long rest. Your Junkrat's Armor bonus is now equal to your Intelligence modifier plus 2 (minimum +3 bonus).

Previous Versions

Name Date Modified Views Adds Version Actions
6/2/2021 11:22:01 PM
4
1
--
Coming Soon
4/20/2022 3:02:16 PM
88
18
--
Coming Soon
8/18/2022 4:09:44 PM
108
6
--
Coming Soon
1/31/2024 10:18:07 PM
159
10
--
Coming Soon
4/5/2024 2:22:28 AM
163
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes