Artificer
Base Class: Artificer

You have created the ultimate weapon harnessing the height of arcane and mechanical technology. A Beyblade. The magical spinning top is imbued with the spirit of a constellation and has formed a bond with you.

Beyblade Mechanic

3rd-level Bey Blader 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.

You gain access to the Mending cantrip; it is always prepared and does not count as one of your known spells.

Beyblade

3rd-level Bey Blader feature

Your tinkering has borne you a faithful companion, a bey. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Bey stat block, which uses your proficiency bonus (PB) in several places. You choose to have built either an Attack Type, Defense Type, or Stamina Type bey.

Your bey must be spinning for it to help you in battle. To spin your bey, you must launch it into battle as an action. After being launched, your bey will stay spinning for a number of minutes equal to twice your artificer level. It will stop spinning early if it is stunned, paralyzed, or rendered unconscious

In combat, the bey shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.

If the mending spell is cast on it, it regains 2d6 hit points. If it has been broken (brought to 0 hitpoints) within the last hour, you can use your smith’s tools as an action to restore it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The bey is restored after 1 minute with all its hit points restored.

If you die, the bey turns to stardust and drifts into the cosmos. If your bey is completely destroyed or lost, you can recreate it using your smith tools at a long rest. If your bond was strong enough, the same bey spirit may return to you. 

Attack Type Bey

 

Attack type Bey

Armor Class 14 (natural armor)

Hit Points 2 + your Intelligence modifier + five times your artificer level (the bey has a number of Hit Dice [d8s] equal to your artificer level)

Speed 50 ft.

STR
14 (+2)
DEX
16 (+3)
CON
12 (+1)
INT
(−2)
WIS
10 (+0)
CHA
(−1)

Saving Throws Dex +3 plus PB, Con +1 plus PB

Skills Athletics +2 plus PB, Acrobatics +3 plus PB × 2

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisonedfrightened

Senses blindsight 10 ft. 

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Agile. Opportunity attacks against this bey have disadvantage.

Actions

Spin Attack. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d4 + PB x 3 force damage.

Survive (3/Day). Your blader's spirit restores 2d4 + PB x 2 hit points to your bey or to one construct or object within 5 feet of it.

Reaction

Avenge Attack. If an ally is attacked within 5 feet of the bey, the next attack against the attacking creature is at advantage.

Defense Type Bey

Defense TYPE bey

Armor Class 16 (natural armor)

Hit Points 2 + your Intelligence modifier + five times your artificer level (the bey has a number of Hit Dice [d8s] equal to your artificer level)

Speed 40 ft.

STR
16 (+3)
DEX
12 (+1)
CON
14 (+2)
INT
(−2)
WIS
10 (+0)
CHA
(−1)

Saving Throws Dex +1 plus PB, Con +2 plus PB

Skills Athletics +3 plus PB, Acrobatics +1 plus PB × 2

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisonedfrightened

Senses blindsight 10 ft. 

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Steadfast. This bey cannot be forcibly moved physically or by spell effects. If knocked prone, it can get up without costing movement. The ability does not apply to other bey’s Ultimate Moves.

Actions

Spin Attack. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d4 + PB x 2 force damage.

Survive (3/Day). Your blader's spirit restores 2d4 + PB x 2 hit points to your bey or to one construct or object within 5 feet of it.

Reaction

Deflect Attack. The bey imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the bey. 

Stamina Type Bey

 

Stamina TYPE Bey

Armor Class 14 (natural armor)

Hit Points 6 + your Intelligence modifier + five times your artificer level (the bey has a number of Hit Dice [d8s] equal to your artificer level)

Speed 40 ft.

STR
14 (+2)
DEX
12(+1)
CON
16 (+3)
INT
(−2)
WIS
10 (+0)
CHA
(−1)

Saving Throws Dex +1 plus PB, Con +3 plus PB

Skills Athletics +2 plus PB, Acrobatics +1 plus PB × 2

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses blindsight 10 ft. 

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Focused. When you cast a spell through this bey, you have advantage on Constitution saving throws to keep spell concentration.

Actions

Spin Attack. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d4 + PB x 2 force damage.

Survive (3/Day). Your blader's spirit restores 2d4 + PB x 3 hit points to your bey or to one construct or object within 5 feet of it.

Reaction

Absorb Attack. If an ally is attacked within 5 feet of the bey, before the hit lands the ally gains a number of temporary hitpoints equal to your intelligence modifier plus half your artificer level rounded up.

Bey Type Spells

3rd-level Bey Blader feature

You always have certain spells prepared after you reach particular levels in this class depending on what type your bey is, as shown in the Bey Type Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Attack Type Spells

ARTIFICER LEVEL SPELL

3rd

burning hands, magic missile

5th

flaming sphere, acid arrow

9th

fireball, vampiric touch

13th

wall of fire, control water

17th

flame strike, arcane hand

Defense Type Spells

ARTIFICER LEVEL SPELL

3rd

shield of faith, shield

5th

barkskin, blur

9th

wind wall, spirit guardians

13th

stoneskin, fire shield

17th

antilife shell, wall of force

Stamina Type Spells

ARTIFICER LEVEL SPELL

3rd

heroism, healing word

5th

aid, lesser restoration

9th

beacon of hope, slow

13th

death ward, resilient sphere

17th

greater restoration, mass cure wounds

Blader's Spirit

3rd-level Bey Blader feature

You can cast spells from your bey instead of you, the bey uses your spell attack and spell save DC. When you cast spells through your bey, spells with a range of self are cast on the bey and spells with a range of touch may be cast on the bey if you wish. Attacks against your bey to not trigger a concentration check, you are the one concentrating on the spell. However, if your bey stops spinning, then you lose concentration on the spell automatically.

 Your bey is considered a part of you for the purposes of teleportation spells. 

Mode Change

5th-level Bey Blader feature

Your bey gains a bonus action that it can use on its turn. It can use this bonus action to continue/activate the effect of spells cast through it that require a bonus action, like flaming sphere.

At the end of a long rest, you can reformat your bey into a new type if you have your smith’s tools with you.

Special Moves

9th-level Bey Blader feature

When the battle gets heated, you call upon your bond with your bey and your blader's spirit to bring forth more power. Your bey's spirit takes on a spectral form based on its constellation to perform a special move. When your bey hits a with a Spin Attack, you can channel magical energy through the strike to create an effect depending on its type. You are encouraged to name these moves to your liking. 

You can use these moves a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.

Attack Type Special Moves

  • Your spell attack modifier and spell save DC are increased by 1 until the end of your bey's next turn. 
  • The target must make a Strength save against your spell DC or be knocked prone.
  • Your bey can use Magic Missile once at 1st level without using a spell slot or components.
  • You can change the damage type of any spell you or your bey casts until the end of its next turn. 

Defense Type Special Moves

  • Choose one creature or object you can see within 30 feet of your bey. The creature gets a bonus to their AC and saving throws equal to your intelligence modifier until the start of the bey's next turn.
  • The target must make a Wisdom save against your spell DC or be frightened of your bey until the start of the bey's next turn.
  • Your bey can use Sanctuary once without using a spell slot or components.
  • Your bey only takes half damage until the end of its next turn.

Stamina Type Special Moves

  • For the next minute your bey's max hitpoints are raised by a number equal to your artificer level and it heals half of the max hp gained rounded up.
  • The target must make a Constitution saving throw against your spell save DC or be blinded until the start of your bey’s next turn.
  • Your bey can use Lesser Restoration once without using a spell slot or components.
  • All healing effects targeting your bey heal your bey the max amount until the start of your bey’s next turn.

Legendary Blader

15th-level Bey Blader feature

The power and bond between you and your bey have attracted a fragment of a star to you. The star fragment has fused with your bey giving it new power and making you a Legendary Blader. 

Your bey gains the following effects:

  • Your bey gains a +2 bonus to Armor Class.
  • Whenever your bey uses a Reactive Attack (Avenge, Deflect, Absorb), the attacker takes force damage equal to 1d4 + your Intelligence modifier.
  • You bey cannot be stopped from spinning by being stunned or paralyzed
  • You can locate where your bey is at all times, even across planes and dimensions. It can also locate where you are. 
  • Ultimate Move: If you would be reduced to 0 hitpoints, your bey can rush to your location and take the blow and you are both instead reduced to 1 hitpoint. Any creatures you choose within a 30 ft radius of your bey take force damage equal to 10 plus your artificer level and are forced 20 feet away. This radius moves with your bey. When a hostile creature enters the area for the first time on a turn or starts its turn there,  it must roll a Strength saving throw. If it fails it takes 6d4 force damage and is forced 15 feet away. If it succeeds it takes half damage and is only forced 5 feet. If a creature fails this saving throw twice without leaving the radius, it is knocked prone. This effect ends if your bey stops spinning. After your bey stops spinning, it is badly damaged and cannot be used until you have repaired it at a long rest.

You also gain improvements to your Special Moves depending on your bey type:

Attack Type Improvements

  • Your spell attack modifier and spell save DC are increased by 2 until the end of your bey's next turn. 
  • If the target is knocked prone by your bey, it is also stunned until the start of the bey's next turn.
  • You can use Magic Missile once at 3rd level without using a spell slot or components.
  • Spells changed this way ignore damage resistances.

Defense Type Improvements

  • You may give the bonus to AC and saving throws to 2 creatures.
  • You also have advantage on attacks you or your bey make against a target that is frightened until the start or your bey’s next turn.
  • This use of Sanctaury can be used on a number of creatures equal to your intelligence modifier.
  • Both you and your bey only take half damage until the end of its next turn

Stamina Type Improvements

  • The increased max hp and the healing apply to both you and your bey.
  • If the target fails the Constitution saving throw, they are also deafened and cannot speak until the start of your bey’s next turn.
  • This use of Lesser Restoration can be cast on a number of creatures equal to your intelligence modifier as long as they are within 5ft of your bey.
  • This effect's range increases to a number of creatures up to your intelligence modifier within 30ft of your bey.

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