Base Class: Artificer
An Artificer that Hunts and tinkers with monsters. A True Mad Scientist.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with Brewer's Supplies. If you already have this proficiency, you gain proficiency with on other type of artisan's tools of your choice.
Monster Tinkerer's Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in Monster Tinkerer's Spell Table. These spells count as artificer spells for you, but they dont count as your against the number of artificer spells you prepare.
Monster Tinkerer Spells
|
Artificer Level |
Spell |
|
3rd |
Shield, Hold Person |
|
5th |
Shatter, Warding Bond |
|
9th |
Mass Healing Word, Dispel Magic |
|
13th |
Death Ward, Locate Creature |
|
17th |
Hold Monster, Planar Binding |
Monster Tinkering
At 3rd level, you gain the unusual biotinkering techniques. Allowing you to create a Abomo-clockwerk as seen here: https://www.dndbeyond.com/monsters/785130-abomo-clockwerk
These clockwerk flesh bags are fully under your control. You can only control 3 at any time. To make one of them you must kill an Undead, Monstrosity, and or an Aberration creature, and 20gp of clockwork pieces. Makes one of these creature in a span of 1/2 an hour.
To allow you to get these fleshy dead bodies you gain advantage on Tracking any and all Undead, Monstrosity, and Aberration creatures. While dealing an additional 1d4 damage every attack you make to any creature. This damage is later increased to 1d6 at 5th level, 2d8 at 10th level, 2d10 at level 15, and 3d12.
Monster's Brew
At 5th level, when you kill a creature you can grab a piece of flesh and brew it into a random assortment of Brewed drinks. Based on a d4 table:
|
d4 |
Brew |
|
1 |
Honey Brew - Whoever drinks this brew they regain 1d4 + Con mod hit points per round for 1 minute. After 1 minute they must make a dc13 Con saving throw or go into a poisoned condition |
|
2 |
Monster’s Treat - A more thick substance than a drink, this drink has a specific smell that attracts Undead, Aberration, and monstrosity creatures. It is great bait and makes said creatures preoccupied eating said bait, they will eat it first things first. It takes 2 actions for the creature to consume. But whoever holds the bait they have disadvantage on stealth based on sense of smell. |
|
3 |
Stone’s Cold Brew - Whoever drinks this brew against resistance to any and all attacks for the next 1 minute. But After that minute the creature who drank this brew is now vulnerable to all attacks for the next ½ a minute (5 rounds) |
|
4 |
Scorpion - This brew is a powerful toxin that can be laced in/on any item or food. If this brew gets into a creature, either through consumption or a weapon, The target must make a Dc 16 Constitution saving throw, on a failure the target takes 3d8 Poison damage and are Paralyzed for 1 round, on a success the target only takes half the normal damage. |
Hunter's Might
At 9th level, You have gained such a well knowledge of creatures, You can instead of Strength or Dexterity for making attacks, you can replace it with attacking with Intelligence.
You also gain Proficiency in additional Armor and Weapons: Heavy armor, Heavy Crossbow, Great Sword, Great Axe, Maul, Halberd, and a Morningstar.
Master Monster
At 15th level, you can create one of the more powerful constructs made of dead beings and clockwork th Abomo-clockwork Golem (https://www.dndbeyond.com/monsters/785661-abomo-clockwork-golem) You can have 1 of these at a time and it doesn't count against your other Abomo-clockworks.
You also gain the ability to once you kill a creature you regain 1d6 hit points.
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