Base Class: Artificer
Artificers who follow the path of the Giver see potential in all things, no matter how worthless they may seem. Where others see refuse, Givers see possibility. Through their mysterious craft, they awaken the latent spirit within discarded items, transforming them into powerful extensions of their will. A bent pipe may become a blazing staff, a shard of glass a razor-edged blade, or a threadbare coat a mantle of protection. Their gift is not in forging new creations, but in finding hidden worth in what has been left behind.
Level 3: Gift of Awakening
As an action, you can touch a nonmagical item (no larger than Large size) that is considered trash, scrap, or broken. You awaken it with magical potential, imbuing it with one of the following effects for 1 hour:
Weaponized: The object becomes a simple or martial weapon of your choice. It deals normal damage plus an additional 1d4 force damage.
Armored: If wearable, the item functions as armor, granting +1 AC in addition to its base properties.
Tool Empowerment: If the item could serve as a tool, you gain advantage on ability checks made with or using the object.
You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.
Level 3: Expanded Toolset
You gain proficiency with improvised weapons.
Awakened improvised weapons can be the target of your artificer infusions.
You learn the mending cantrip if you don’t already know it.
Level 5: Junkblade Resonance
Your awakened weapons now deal an extra 1d6 damage (instead of 1d4).
Once per turn, when you hit with an awakened weapon, you may force the target to make a Strength saving throw against your artificer spell save DC. On a failed save, the target is pushed 10 feet away or knocked prone (your choice).
Level 9: Refuse Reforged
You can awaken up to two objects at once with Gift of Awakening.
When you awaken an object, you can give it a unique effect related to its form. Examples include:
Shattered bottle: spray shards in a 15 ft cone (Dex save, 2d6 slashing damage).
Dented shield: grants +2 AC until the start of your next turn.
Ragged cloak: allows the wearer to glide up to 30 ft.
The DM determines the exact effect, but it should always relate to the item’s form.
Level 15: Soul of the Giver
When you awaken an object, you may give it an elemental aspect: fire, lightning, cold, or necrotic.
The weapon or armour grants resistance to that type.
Weapons deal an additional 1d6 damage of the chosen type.
Additionally, once per long rest, you can awaken an object to fight alongside you as a Construct Spirit (stat block from the Summon Construct spell). The awakened construct lasts for 10 minutes and does not require concentration.







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