Artificer
Base Class: Artificer

All sweets and treats galore! Every single bite made by you is a sugary delight.

Sweetheart

3rd-Level Confectionist Feature
Upon taking this subclass at 3rd level, you gain the tools needed for a sweet life. You gain proficiency in Brewer's Supplies, Cook's Utensils and Medicine. If you are proficient are in either tool, you gain proficiency in another set of Artisan's Tools.

In addition, you add your Intelligence Modifier to checks involving looting, skinning, salvaging and foraging.

Plus crafting food, drinks, treats, toys, snacks and candy would be at half of the cost and time needed to create it.

Confectionist Spells

3rd-Level Confectionist Feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Confectionist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Confectionist Specialist Spells

ARTIFICER

LEVEL

SPELLS

3rd

Healing Word, Goodberry

5th

Lesser Restoration, Protection from Poison

9th

Mass Healing Word, Remove Curse

13th

Aura of Purity, Death Ward

17th

Circle of Power, Mass Cure Wounds

Savoring Magical Confections

3rd-Level Confectionist Feature
At 3rd level, you are able to convert consumables into various kinds of treats, food and drinks for those to consume. Letting get more uses than usual and you know how to apply it with your usage. You are able to use items at bare minimum a Bonus Action (Unless the item states otherwise and is faster than a Bonus Action.) and you can take any two consumables as an Action.

During a long rest, you can make any Potion, Dust, Liquid or Food consumable into food, drink, sweet or candy: Magical Confections. Requiring a DC 16 (Or up to the DM's Discretion) Brewer's Supplies or Cook's Utensils while making them. If do so, they have an amount of uses equal to your proficiency bonus but lasts until your next long rest or 24 hours (unless you cast Purify Food and Drink to make it last a number of weeks equal to your proficiency bonus once)(whichever comes first).

When you reach 14th level, these Magical Confections last indefinitely.

Confectionary Arrangements

3rd-Level Confectionist Feature
Hitting 3rd level, you are able to make a bunch of sweets to share with your allies and extra. Before the start of a long rest, you roll 3d20s; depending on the result of the 3d20s is what candies you make and you make a number of each equal to your proficiency bonus. You can sacrifice a 1st level or higher to make more if you wish. If you use a spell slot to make the candies, they last for a number of weeks equal to your proficiency bonus; otherwise, they last until your next long rest.

When you reach 14th level, it lasts for an amount of months equal to your proficiency bonus instead and if you sacrifice spell slots, they last for a number of years equal to your proficiency bonus times the spell slot used.

Confectionaries

 

d20
Treat & Effect

1

Revitalizing Rice Pudding. As an Action or Bonus Action, you can consume the item to be able to regenerate an amount of hit points at the start of your turn. If you consume as a Bonus Action, you regain an amount of hit points equal to the Confectionist's Intelligence Modifier (minimum of 2). If you consume it as an Action, you regain an amount equal to 1d4 plus the Confectionist's Intelligence Modifier.

2

Candy Crazed Dice. There is 6 six-sided dice each with it. You can consume one when make an attack roll, check or saving throw for it to grant a singular 1d6 bonus to that roll.

3

Wild Magic Sourdrops. You can consume it or throw it onto a target within 60 ft. of you. Upon consumption or impact, it immediately sets off an effect similar to Wild Magic Surge from Wild Magic Sorcerer. Please roll a 1d100 and consult the table for Wild Magic Surge.

4

Hazy Candysmokes. You can use it gain a +2 to your AC and 10 ft. of movement speed. When the Confectionist reaches 10th level, you would be under the effects of Haste instead.

5

Red-Hot Sugar Bomb. You can utilize it and it functions as a combination of an Alchemist's Fire and Bomb. When it lands, regardless if it deals damage or not, it unleashes a lightly obscured fog in a 15-foot radius that lasts for one minute. If the Confectionist is Level 10, the fog becomes heavily obscured and if a creature that breathes enters or end its turn in the fog, it takes 1d4 plus the Confectionist's Intelligence Modifier in Fire Damage.

6

Gobochompers. You have 3 of these gelatin-toy form fitting chompers. You can consume one to gain a bite attack that deals 1d4 piercing damage (utilizing your Strength, Dexterity or Constitution for attack and damage rolls and it is something you're proficient in) plus an additional amount equal to the Confectionist's Intelligence Modifier. The bite attacks lasts for an amount of minutes equal to the Confectionist's proficiency bonus. If you already have a Bite Attack, increase it to d8.

7

Comfort Cotton Candy. When you consume the cotton candy, you regain 2d4 plus the Confectionist's Intelligence Modifier and you lose the Frightened condition if you have it.

8

Coco-Nutty Bar. You remove one level of exhaustion when you eat this candy. If you are not exhausted, you gain the benefit of a short rest.

9

Vita-Gummy Animals. You have three of these candies. You can consume one to turn into a Beast of a CR equal to half of the Confectionist's proficiency bonus. The transformation lasts for one minute. When the Confectionist reaches 10th level, the transformation lasts for an amount of minutes equal to your proficiency bonus.

10

Vampiric Baby Bites. When you consume this mini red, jelly muffin bite, when you are bloodied, you deal an additional 1d8 damage. In addition, when you deal piercing damage, you regain an amount of hit points equal to the Confectionist's Intelligence Modifier. This lasts for a number of minutes equal to the Confectionist's proficiency bonus.

11

Pretty Party Poppers. When you consume it or toss it at a point within 100 ft. you can see, you can unleash colorful fireworks and sparks in a 10-foot radius that an be seen 300 feet away and 5 miles away. When the Confectionist reaches 10th level, you cast Pyrotechnics when consume it and utilize Fireworks effect with the DC being the Confectionist's Spell DC.

12

Charming Choco-Chip. You have 10 chocolate-specialty cookies each. You can consume one to gain advantage on Charisma Checks for one minute or be immune to the Charmed condition for one minute. If you hand it personally to a target, you can have them gain a 1d4 penalty to Wisdom and Charisma Saving Throws or be vulnerable to the Charmed condition for one minute. When the Confectionist reaches 10th level, you are able to choose another option for enemies, they can make a Mental (Intelligence, Wisdom or Charisma) Saving Throw (your choice when handing the cookie) against the Confectionist's Spell DC or be Charmed for one minute by you. Even if they succeed, they don't know you have done it.

13

Cupcake Blast. You can consume it or toss it at a point within 90 ft. of you. If you consume it, a small burst of a 10-foot radius light which those within must make a Constitution Saving Throw against the Confectionist's Spell DC, taking 3d6 Radiant Damage upon failure of half of that damage upon success. If you toss it, from that point, a 15 foot radius of frosty, cakey mess makes difficult terrain (5 feet per foot of movement while in that terrain and 1d4 penalty to Dexterity Saving Throws) that lasts for one minute unless it gets washed away from rain or similar.

14

Spellward Syrup. When you consume this, you gain a 1d4 bonus to Saving Throws against spells for a number of minutes equal to the Confectionist's Intelligence Modifier. This increases to 1d6 when the Confectionist reaches 10th Level.

15

Surprise Soda. Roll a 1d4 for the flavor you get and have an effect with it. Classic (1). You regain 1d4 hit points at the start of your turns for one minute. Grape (2). You make a lightly obscured fog to surrounding yourself. You can see through the fog and are granted half-cover for a number of minutes equal to the Confectionist's proficiency bonus. Orange (3). You can unleash a breath upon consumption in a 90 ft. long by 5 ft. wide line. Those in the line must make a Constitution Saving Throw or take 3d6 Acid upon failure, or half upon success. Regardless if they succeed or not, you are knocked back 10 feet after the breath. Pineapple (4). You make 3 small bombs that last for one minute. The bombs have a thrown range of 60/150 ft. and upon landing or hitting a target, it explodes, dealing 2d4 Piercing plus an additional number of d6s to half of the Confectionist's Proficiency Bonus in Acid, Lightning or Poison (your choice the second you throw the bomb). Those 15 feet around the point or the hit target, must roll a Dexterity Saving Throw against the Confectionist's Spell DC or take a number of d6s equal to the Confectionist's proficiency bonus Acid, Lightning or Poison (your choice the second you throw the bomb).

16

Jelly Beams. You have 6 of these specialized jelly beans. You can consume one to cast the cantrip Eldritch Blast, utilizing the Confectionist's Spell Attack and fire 1d4 beams.

17

The Pocky Game. You have a number of these equal to the Confectionist's Intelligence Modifier. When you consume one, it allows you to cast Compelled Duel. Should the target of your choosing attack another creature or manage to break the duration from their own means delibrately (includes using an ability to rid of the effect), for one minute, they have a 1d4 penalty to Attack Rolls, Checks and Saving Throws.

18

Air Balloon Gum. You can use this as an Reaction upon falling. If use a reaction upon falling, you are under the effects of Feather Fall. When the Confectionist reaches 10th level, you can use the gum also as an Action or Bonus Action. If you use a Bonus Action, you gain a Fly Speed of 10 ft. with hover that lasts for one minute. If you use an Action, you gain a Fly Speed of 30 ft. with hover that lasts for one minute but when the duration ends, you descend safely to the ground and take 0 damage from falling.

19

Gingerbread Hut. A singular gingerbread hut that you can share with friends. During a short rest, you and a number of creatures equal to the Confectionist's proficiency bonus can eat the hut to regain 1d8 plus the Confectionist's Intelligence Modifier in hit points. When the Confectionist reaches 10th level, the Gingerbread Hut have a single use of Leomund's Tiny Hut which when you finish a rest inside there and leave, you and all of those who settle in there regain an amount of hit points equal to the Confectionist's Artificer Level plus 2d8 and the gingerbread hut is consumed. 

20

Icy Sugarglass. Upon consumption, you unleash a breath in a cone with the amount feet equal to ten times the Confectionist's proficiency bonus. Those in the cone must do a Dexterity Saving Throw against the Confectionist's Spell DC or take 3d6 plus the Confectionist's Intelligence Modifier in Cold or Piercing damage upon failure, or take no damage upon success. If the Confectionist is 10th level, if it deals damage, you have the effect of Mirror Image for a number of rounds equal to half of the Confectionist's proficiency bonus.

Always a Treat

5th-Level Confectionist Feature
Starting at 5th level, you are able to make items more potent than previous. All consumables created by you can utilize your Spell Attack Roll and Spell DC for attack rolls and DC for abilities and spells.

Ice Cream Truck

5th-Level Confectionist Feature (Additional Feature, DM permission required)
Starting at 5th level, you gain yourself a specialized vehicle for your sweet endeavors. You gain proficiency in all Vehicles. And you get a specialized key where you can use a spell scroll or any lock that utilizes a key, turn it and able to conjure a singular vehicle you want of any kind that is a Land or Water vehicle that shall be called your Ice Cream Truck. Or you can have one vehicle be your Ice Cream Truck with utilizing the key, DC 20 Brewer's Supplies, Cook's Utensils or Tinker's Tools and during a long rest. It lasts for one week or until your next long rest (whichever comes first). But if you use a vehicle to be your Ice Cream Truck, you can summon it any time during a long rest but if it gets destroyed, it would be unable to be summoed for 1d4 long rests.

With the vehicle, while you are mounted or on it, you are able to create an additional amount of Magical Confections equal to your proficiency bonus.

Candy Man/Candy Gal

9th-Level Confectionist Feature
Starting at the 9th level, you start to do your best as the candy carrier.

The Goodie Bag. You gain an Infusion called The Goodie Bag. It is a magic bag that allows you to create a number of treats Common, Uncommon and Rare Potions equal to your proficiency bonus before requiring a long rest. It is an Infusion that doesn't be counted as a known but it is counted towards your slots if you do use it.
Flash of Genius Pops. You can sacrifice a Flash of Genius to create a number of lollipops equal to your Intelligence Modifier (minimum of 2). The creature can consume it for it to use your Flash of Genius, can be used as an Action, Bonus Action or Reaction. These lollipops last until your next long rest.
Sugar Rush. You can use the Dash and Tumble options as an Action or Bonus Action.

Dream Sugar Rush

15th-Level Confectionist Feature
At 15th level, as an action, you pop your magical works into the body to give yourself a newfound driving force in your system. Stronger than any magical sugar can push through. Quite a dream phrase.

You gain the following benefits for one minute:

  • You can attack three times, instead of once, whenever you take the Attack action on your turn.
  • Your movement speed is doubled.
  • You add your Intelligence Modifier to Dexterity Checks, Dexterity and Constitution Saving Throws.
  • You add a 1d6 bonus to Mental (Intelligence, Wisdom and Charisma) Saving Throws.
  • You gain two weapons: The Lolliwhacker. A Melee weapon with the reach and versatile (2d4) property. Upon hit it deals 1d8 Acid, Bludgeoning, Cold, Poison, Psychic or Slashing.
    Candy Cane Crusher. A ranged weapon that has two forms but able to make an attack with each shot, BA to swap forms. Pistol with Reload (4) but it requires an action to reload no matter what. Gatling Gun with Reload (6) but it requires one turn cooldown before use again and if turn it into Pistol, only able to use two shots and requires not using the Candy Cane Crusher for one whole turn before can use it again. Upon hit, no matter the form, deals 1d6 Cold, Piercing, Poison, Psychic or Slashing.

    You can utilize your Spell Attack Rolls for attack and Intelligence Modifier for damage rolls for those weapons if it is higher.

After the duration is up, you need 1d4 long rests before you can use this ability again. However, you can regain a use once by sacrificing a 5th Level spell slot.

Comments

Posts Quoted:
Reply
Clear All Quotes