Artificer
Base Class: Artificer

Haunted Tinkerers are artificers who walk a chilling path, blending their technological ingenuity with the power of lingering souls. Their creations are eerie and uncanny—lanterns that whisper secrets, dolls that move on their own, and spectral constructs that seem almost alive. To them, every object is an opportunity to anchor the energies of the afterlife to the mortal world.

Those who meet a Haunted Tinkerer often find themselves unsettled by their macabre inventions and the sense that they are never quite alone. Whether driven by curiosity, tragedy, or a fascination with death, these artificers use their spectral gadgets to aid their allies and terrify their foes, their creations always teetering on the edge of the uncanny.

Eerie Apparatuses

When you infuse an object, it gains a haunting quirk that unnerves your enemies and provides utility. Choose one quirk when infusing an object:

  • Whispering Secrets: The object softly murmurs fragmented truths or ominous warnings. Once per short rest, you can gain advantage on an Insight or Arcana check.
  • Restless Motion: The object trembles and moves faintly when danger is near. You gain a +2 bonus to initiative rolls while carrying it.
  • Haunting Glow: The object emits dim, flickering light in a 10-foot radius. Hostile creatures in the light make saving throws against your spells or infused items with disadvantage.

Additionally you gain proficiency with martial weapons and when you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. and any weapon you infuse can deal necrotic damage or its normal damage.

Poltergeist Companion

You construct a small, spectral automaton powered by the essence of a bound spirit. Choose the form of your Poltergeist Companion (e.g., a floating lantern, an animated doll, a skeletal bird). This construct acts on your initiative and can take the Help, Hide, or Shove action on your turn.

Poltergeist Companion

Small Construct (Spirit)
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your artificer level (e.g., 25 HP at level 4)
Speed: 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
6 16 12 8 14 10

Saving Throws: Dexterity +4, Wisdom +3
Skills: Stealth +6, Perception +4
Damage Resistances: Necrotic, Psychic
Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned
Senses: Darkvision 60 ft., Passive Perception 14
Languages: Understands the languages you speak but cannot speak itself


Traits

Spectral Form: The Poltergeist Companion can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.

Bound to Master: The Poltergeist Companion acts on your initiative. It can take actions as directed by you (no action required), but it cannot attack unless specified by one of its abilities. If it is reduced to 0 hit points, it dissipates and can be rebuilt over a long rest or by expending a 1st-level spell slot.

Ethereal Presence: The Poltergeist emits an unsettling aura. Creatures within 10 feet of it have disadvantage on saving throws against being frightened.


Actions

Spooky Distraction: Melee Effect, Range 5 ft.
The Poltergeist flits around an enemy, disrupting its focus. Choose one effect:

  • Distraction: The target has disadvantage on its next attack roll.
  • Confusion: The target must make a Wisdom saving throw (DC = your spell save DC) or take 1d8 psychic damage and lose its reaction until the end of its next turn.

Phantom Delivery: The Poltergeist delivers an infused item or potion to an ally within 30 feet. This action does not provoke opportunity attacks.


Haunting Screech (Recharge 5-6): The Poltergeist emits a ghostly wail. Each creature of your choice within 15 feet must make a Wisdom saving throw (DC = your spell save DC) or be frightened until the end of its next turn.

Spectral Tinkering

The spirits in your infusions have reawakened and gain more sentience resulting in them aiding in new ways, each item infused by you gains one of three spirits 

The Amalgam - these spirit is the result of multiple weak spirits formed into one it offers the following ability 

Whispers from the Beyond:
As a bonus action, you can hear the faint whispers of the dead, offering cryptic advice. You can ask one simple yes/no question (such as "Is this door trapped?" or "Does this creature intend to harm us?"). The spirit answers with a cryptic response, leaving you with an eerie sense of uncertainty. you can ask a number of questions equal to your intelligence modifier

The Tutelar - this is a protective spirit who's goal is to care and defend others it offers the following ability 

Spirit’s Shield:
As a reaction, when you or an ally within 30 feet is hit by an attack, you can call upon the spirits to protect them. The target gains resistance to the damage from that attack. You can use this feature a number of times equal to your proficiency bonus

The Malgiest - these violent spirits are known for cursing individuals they despise it offers the following ability

Cursed Touch:
You can channel the curse of the spirits into a target. As an action, choose one creature within 30 feet. The target must make a Charisma saving throw. On a failed save, the target is cursed for 1 minute. While cursed, they have disadvantage on attack rolls and saves against you. You can use this feature a number of times equal to your proficiency bonus

Possession

Your bond with your Faithful Poltergeist companion deepens granting you both more power as you have grown to trust one another. They are able to possess items of small size as well as possess the artificer to make them one for a short time.

Your Poltergeist may possess an item of small size or lower

Poltergeist Possession: Possessed Object

1st-level Artificer Feature (Level 9)

When you use the Poltergeist Possession feature, you can imbue a non-magical object within 30 feet with spectral energy, causing it to animate for 1 minute. The object is controlled by your Poltergeist and follows your mental commands. You can only possess an object that is no larger than Medium size.


Possessed Object Statblock

  • AC: 14 + your Intelligence modifier (or the base AC of the item if higher)
  • Hit Points: 2 × your Artificer level (minimum 10)
  • Speed: 30 ft. (flying, rolling, or as appropriate for the object)

Actions (1 per turn)

  • Spectral Strike:
    Melee Weapon Attack: + your Intelligence modifier to hit.
    Reach: 5 ft.
    Hit: 2d6 + your Intelligence modifier bludgeoning  damage. or damage type of item possessed if it had one

  • Disarm:
    The possessed object if held by a creature can attempt to escape the creatures hold, the creature must make a strength save against your spell save dc or be disarmed

Phantom Workshop

At 9th level, you can summon a Phantom Workshop, a temporary, spectral space infused with the energy of the spirits. This space appears as a gothic, otherworldly workshop, where you can work in peace, guided by the spirits that aid your craft. When you use this feature, the environment around you shifts as if you’re entering a different plane of existence, with whispers in the air, flickering ethereal lights, and floating tools ready to assist you.

Phantom Workshop Benefits

As an action, you can create a Phantom Workshop in an unoccupied space you can see within 30 feet. This space lasts until you leave it. The workshop provides the following benefits while within the area:

    1. Spectral Craftsmen:
      As a bonus action, you can summon 2 spectral helpers within the confines of your Phantom Workshop. These spectral entities aid you in various tasks related to crafting and repairs, performing simple actions such as handing you tools, holding parts steady, or assisting with delicate work. While you work, they provide the following benefits:

      • You gain advantage on any tool-based checks (like crafting, repairing, or enchanting) while the assistants are active.
      • The spirits are skilled in mechanical tasks and can assist you with the crafting or repair of any non-magical item. For example, they can help you construct mundane tools, weapons, or armor, reducing the time it takes by half.
    2. Guided Work:
      The spectral assistants are attuned to your needs and can help you focus. If you are crafting or repairing a magical item or imbued object, you can use their assistance to guide you through the process, reducing the time needed to craft or imbue it by half.

    3. Ethereal Repairing:
      These spectral entities can perform basic repairs on items, such as mending cracks, stitching armor, or reassembling mechanical parts. While within the Phantom Workshop, they can repair non-magical items at twice the normal speed, and when you use them to repair magical items, you can restore up to 1d6+1 hit points per item repaired.

    4. Guardians of Craft:
      In addition to assisting with crafting, the spirits act as protective guardians. If the Phantom Workshop is disturbed by any hostile force (e.g., an enemy attempting to sabotage your work), the spirits will lash out to defend it. When a creature tries to interfere with your work, the spirits can make a force-based melee attack (1d6 force damage, + your Intelligence modifier to hit). and in combat they fight on your imitative but only target towards those interfering with your work or space

Spirit Dominion

 

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Level 15 Feature: Spectral Dominion

At 15th level, your bond with the spirits deepens to the point where you can commandeer the very essence of restless souls, temporarily bending them to your will. This power allows you to control and manipulate the dead and ethereal entities to serve you in battle and in crafting, transforming your enemies and surroundings into tools to further your goals.

Spectral Dominion Benefits

  1. Soulbind
    As a bonus action, you can bind a spirit to your will for 1 minute. You can target a creature within 60 feet that has been reduced to 0 hit points (or is otherwise unconscious or incapacitated) and bind their soul. The bound spirit gains a physical form resembling a ghostly echo of the creature but is under your control. While bound, the spirit provides you with the following benefits:

    • The bound spirit can fight on your behalf. It can make one attack per turn, using your Intelligence modifier for attack rolls. Their attacks deal an extra 1d6 necrotic damage per attack.
    • If the bound creature has a specific ability or trait (like a spellcasting ability or resistance), you can use it once during the duration of the effect. For example, if the creature was a spellcaster, you may cast one of their spells (using your spell slots and Intelligence modifier for attack rolls, if applicable).
    • You can use the spirit’s knowledge to gain advantage on one Intelligence-based skill check or saving throw that the creature would have been proficient in.

    The spirit disappears after 1 minute, and the creature cannot be bound again for 24 hours.

  2. Phantom Vengeance
    Once per long rest, you can channel the anger of a hundred restless spirits into a single attack. As an action, you can make a melee attack with your weapon, and if the attack hits, you channel vengeful spirits into the target, dealing 4d6 necrotic damage . Additionally, the target must make a Wisdom saving throw (DC 16) or become frightened of you for 1 minute. If the target is already frightened, it takes an additional 2d6 necrotic damage. If the creature targeted has killed any creature with the last hour the attack deals an extra 1d6 for each individual creature as they come back from the grave to see vengeance.

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