Base Class: Artificer
An artificer that focuses on the craft itself rather than the way magic infuses into items is often referred to as an artisan - a lover of the craft. Building trinkets and mastering tool usage is the name of the game for artisans, and they know how to make the most of what they create.
Tools of Your Trade
At 3rd level, you gain proficiency in two different types of tools of your choice. If you already have proficiency in a type of tools, you may use one of these proficiencies to instead gain expertise in that tool proficiency.
Combat Tools
At 3rd level, when you are wielding a tool you are proficient with in at least one of your hands, you can attack with it as if it were a manufactured weapon. Its damage type can be bludgeoning, piercing, or slashing, depending on the tools and which one you’re wielding. For example, a smith’s tool would likely deal bludgeoning damage as it includes a hammer.
Your tools deal 1d6 damage of the chosen type. This die’s size increases to 1d8 at 9th level, then to 1d10 at 15th level. Additionally, you may treat these tools as if they have the finesse property.
Artisanal Crafts
At 3rd level, you become more well-versed in crafting items with the use of your tools for everyday tasks. After completing a short rest, you gain one of the following benefits:
- Artwork: You craft a crude piece of artwork that can be easily displayed on your person. Creatures of your choice within 30 feet of you and that can see your artwork gain a +1 bonus to Intelligence, Wisdom, and Charisma saving throws. The piece is crudely made and expires upon the next dawn.
- Maintenance: You perform maintenance on your allies’ gear. Any gear that is broken becomes repaired unless it is particularly badly damaged. Additionally, choose one nonmagical weapon or armor set. Until the next dawn, that weapon or armor set gains a +1 bonus to its attack and damage rolls (if it’s a weapon) or a +1 bonus to AC (if it’s armor). If it’s a weapon, it bypasses resistance to nonmagical physical attacks.
- Meal: You cook a delicious meal for you and your allies. You and up to 5 other creatures gain one additional hit die to use during this short rest. You also gain one leftovers item. This item can be consumed over the course of 1 minute to grant the creature that consumed it a number of hit points equal to double your proficiency bonus. This item expires at the next dawn.
Mechanical Eye
At 5th level, you gain an eye for mechanical systems and how they fit together. You gain advantage on Investigation and Perception checks made to discover how a mechanical device functions, including traps. You also gain advantage on skill checks made to disable traps.
Tool Attacks
Starting at 5th level, when you take the Attack action and use a tool to make the attack, you may make a second attack using a tool.
Masterwork
Starting at 9th level, your ability to create stellar items improves. Your artisanal crafts improve:
- Artwork: When you craft this Artwork, you may choose Intelligence, Wisdom, or Charisma. If you do, the bonus increases to +2, applies only to the chosen ability’s saving throws, and becomes permanent. You can only have one Artwork at a time.
- Maintenance: When you perform maintenance on a piece of gear and improve it, you can spend a spell slot to make the effect permanent. If you spend a spell slot of 5th level or higher, increase the bonus granted by an additional +1. You can have no more of these objects improved at one time than your proficiency bonus.
- Meal: Creatures affected by this your meal gain an additional hit die to use during this short rest. Thanks to improved preservation methods, your leftovers last for one week instead of until the next dawn.
Physical Magic
At 15th level, you have discovered a method to use your tools to replicate magical effects. Your cantrips are considered nonmagical for the purposes of overcoming effects that would inhibit your ability to cast magic but are still considered magical for the purposes of overcoming resistance to nonmagical physical damage. When you spend a spell slot, you may make an Intelligence check (DC 10 + the spent slot’s level). If you succeed on this check, the effect is considered nonmagical for the purposes of overcoming effects that would inhibit your ability to cast the effect.







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