Artificer
Base Class: Artificer

An artificer on the fringe of society, you have dedicated your life to total world domination through sheer intellect. Every insult you have received gets internalized and rebuilt into something that hits back.

Complicated Childhood

You gain an additional background of your choice. You gain its skill proficiencies, its tool proficiency, its Origin feat, and its ability score increase, applied as normal. You gain another additional background of your choice when you reach 5th, 9th, and 15th level in this class.

Grudge Points

You have turned resentment into a resource. You have a pool of Grudge Points equal to your Intelligence modifier (minimum of 1). You regain all expended Grudge Points when you finish a Long Rest, and you regain a number of them equal to your proficiency bonus when you finish a Short Rest.

You gain 1 Grudge Point, up to your maximum, whenever you fail an attack roll, ability check, or saving throw while relying on a magic item, an infusion, a device from your -Inator! feature, or Norm; whenever a construct you control is reduced to 0 hit points or a trap you have set fails to trigger as intended; or whenever you roll a 1-5 on the Mechanical Mishap Table.

You can spend Grudge Points on the following effects.

  • Recalibrate. When you roll on the Mechanical Mishap Table, spend 1 Grudge Point to reroll the die. You must use the new result.
  • Absorb the Blow (Reaction). When a construct you control takes damage, spend 1 Grudge Point to give it temporary hit points equal to twice your Artificer level, or resistance to the triggering damage type until the start of your next turn.
  • Villainous Monologue (Bonus Action). Spend 1 Grudge Point to force one creature within 30 feet of you that can see and hear you to make a Wisdom saving throw against your artificer spell save DC. On a failure, it is frightened of you until the end of its next turn and has disadvantage on saving throws against your spells until then. You gain temporary hit points equal to five times your proficiency bonus, regardless of the outcome.

Weaponized Resentment. Whenever you spend a Grudge Point for any reason, you gain a bonus equal to your proficiency bonus to the next attack roll, saving throw, ability check, or spell save DC produced by your -Inator! feature, by Norm, or by a trap, before the start of your next turn.

Level 5: -Inator!

You know a number of -Inator! schematics equal to twice your proficiency bonus. Each schematic is a spell of your choice from any class's spell list, of a level no higher than half your Artificer level, rounded up (a cantrip counts as level 0). You can replace one schematic you know whenever you gain an Artificer level. Given access to your tools, you can spend 10 gp plus 100 gp per spell level, and 1 hour per spell level, to build a device from a known schematic. A built device is not consumed by use, and once you have built one from a given schematic, later copies of it cost half price. You can have a limited number of devices primed at once, One at 5th level, Two at 9th, Three at 15th, and can swap which built devices are primed with 1 minute of tinkering per device, or a bonus action per device with Norm's help. As an action, you can activate a primed device, targeting it as its spell normally would. Roll a d20, starting at 9th level, adding your Intelligence modifier and, starting at 11th level, your proficiency bonus, and consult the table below.

d20 + Modifiers Result
1 - Explos-inator.  Each creature within 10 feet of it, including you, must make a Dexterity saving throw against your spell save DC, taking 1d10 force damage plus 1d10 for each spell level above 0 on a failed save, or half as much damage on a successful one. The device is destroyed.
2 Surg-inator.  Instead of casting the schematic's spell, roll on the Wild Magic Surge table and apply that result.
3 Jamm-inator. The device jams without effect. You must spend 1 action working with tinker's tools to clear the jam before it can be primed again.
4 Fizzl-inator. Nothing happens. The device remains primed.
5 Unstopp-inator. It will not shut off, repeating its effect at the start of each of your turns until you spend an action shutting it down (DC 10 + spell level) with tinker's tools.
6–19 My Perfect -inator. Your -Inator! works as intended.
20+ Overachiev-inator! The device exceeds its design specifications. It functions as if cast using a spell slot one level higher than the schematic's level, or its range, duration, or area of effect doubles, your choice.

Level 9: Norm

You can spend 1,000 gp and a Long Rest to build a great and terrible steel golem. Accidentally, you made it self-aware.

Norm
Large construct
Armor Class 20
Hit Points 2d10 per Artificer level, plus 4 per die
Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 4 (−3) 18 (+4) 8 (−1) 6 (−2) 12 (+1)


Saving Throws
Str, Con (proficiency bonus equal to yours)
Damage Immunities poison, psychic
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft.
Languages understands your languages but cannot speak


When you build Norm, have your DM secretly roll a d20 to determine his true alignment and agenda, without telling you the result.

d20 Alignment
1 Directly opposite your own alignment
2-3 Chaotic good
4-5 Neutral good
6-7 Lawful good
8-9 Lawful neutral
10-11 True neutral
12-13 Chaotic neutral
14-15 Chaotic evil
16-17 Neutral evil
18-19 Lawful evil
20 Aligns with your own alignment

Command. Norm acts on your initiative count, moving and taking one action of his own choosing: Dash, Disengage, Help, Search, or Discharge. As a bonus action, you can additionally command him to take one of these actions, even if he's already acted this round. Norm cannot take the Attack action. When he takes the Discharge action, he activates a device you currently have primed with -Inator!, following the normal rules, including the Mechanical Mishap Table roll.

Upkeep. Convincing Norm to act against his own interests requires a Persuasion, Intimidation, or Deception check as a bonus action, at a DC your DM sets depending on your goals; you can spend a Grudge Point for advantage on it. As a bonus action on your turn, you can expend spell slots to repair him, restoring 2d10 hit points per level of the slot. If he's reduced to 0 hit points, he collapses. You can repair him over a Long Rest for 1,000 gp.

Level 15: "I've Been Expecting You..."

Starting at 15th level, you can no longer be surprised.

Traps. As a bonus action, you can set a trap by choosing one artificer spell you know or have prepared, or an -Inator! you currently have primed, together with a triggering condition subject to your DM's approval. The trap activates on its own the instant that condition is met. You can also use your reaction to trigger any trap you have set, whether or not its condition has been met, and you gain an additional reaction each round that can be used only to trigger a trap. You can have active a number of traps equal to your Intelligence modifier plus your proficiency bonus (minimum of one). More than one active trap can share the same triggering condition, the same spell, or the same device. Whenever a trap containing a primed device is triggered, you can treat its Mechanical Mishap Table roll as a 15. You can do so once for free per Long Rest, and additional times by spending 1 Grudge Point each.

The Big Red Button. When you set a trap, you can instead arm any -Inator! schematic you know, even one you haven't built a device for. When this trap is triggered, every other trap you currently have active triggers as well, whether or not its own condition has been met. 

Previous Versions

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