Artificer
Base Class: Artificer

Someone who uses tools, traps, and devices to aide them in battle and other areas.

Basic Utility Belt

The mainstay of every Contraptionist is their utility belt. They are able to get to their tools easily as well as some of their small weaponized inventions. A contraptionist gets one contraption per contraptions level. At third level they would have 3 of TOTAL contraptions and at fourth level they would have 4 contraptions and so on and so forth. They design a new contraption at levels 3,3,7,9,11,15. So at 3rd level they can have 2 of one type and one of another. 

A Basic Contraption costs 1 GP each. Traps need to be disarmed to recover. If a trap has been expended they can still be recovered but the Contraptionist must make a Tinkering check = 10+ Level of the contraptionist when they made it.

 

Basic Bomb

Contraptionist throws a bomb into an targeted 5 foot square. Dex Save on fail take 2d6 damage

Basic Spring Trap    

Trap is placed anywhere and any creature who steps on it needs to make a Dex save or take 2d6 piercing damage. The trap takes 1 round to place and just be place in an unoccupied square. It can be reset with a tinker check of 10+contraptionist level. This can be reset even if the space is occupied

Fog Bomb  

Obscures a 10 foot radius area for 1d4 rounds

Micro Bola

Ranged attack that if hits it grapples the opponent. On a hit the opponent needs to make a Dex save or fall prone

Pocket Snare

A trap that adheres to the floor wherever you place it. When a creature walks over it the creature must make a Dex save or become grappled. To break the grapple the creature must make a Athletics check equal to 10 + Contraptionist level. If the creature breaks the grapple the contraption is destroyed

Spider Grappling Hook

Its a grappling hook the size of spider. Its also shaped like a clockwork spider. Can be thrown a number of feet equal to your contraptionist level * 5. Range attack to use, based on DMs DC. Gives advantage to athletic checks pertaining to climbing (or swinging from it)

Weapon Spike

Add a spike onto a weapon to deal and extra 1d6 piercing damage. Once it hits the enemy it sticks into them. (Can be recovered, but upon recovery a D20 must be rolled. The chance of breakage is 20 - contraptionist level. If you roll lower then the object is broken. More than one can be placed on a weapon at a time.

Mechanical Familiar

You have spent countless hours trying to figure out a contraption that will follow commands and listen. YOU HAVE DONE IT. 

The first time gaining this feature you must spend 20 hours straight working on the Mechanical Familiar. It costs 200 GP worth of materials. If you want to spend time to recreate the familiar it takes 20 GP and 2 hours. 

Your familiar does not have a link with you telepathically, but can record minor events. A duration that the DM chooses is recorded upon a perception check. The Mechanical Familiar will follow simple commands as well as place armed contraptions at a distance. 

All creatures can fly and do not use their wings to fly and must be powered by casting a spell into the power gem. This will give flight equal to 1 minute * spell level casted. (example a second level spell expended will give 2 minutes of flight time). Only one spell may be expended and stored at a time. What ever the FIRST spell casted into the power gem will take hold. 

These creatures cannot swim. Contact with water will break them.

Advanced Contraptions

You have figured out a way to make your contraptions more impressive. You must pick from your list of previous contraptions known and level them up. YOU MUST KNOW THE BASIC BEFORE YOU CAN HAVE THE ADVANCED

These Contraptions cost 10 GP each to create as well an hour of time spent to create them.  Reconstituting, or repairing any recovered but broken piece takes 5 gold and half an hour.

 

When Recovering an Advanced Contraption you must succeed on a Tinkering check equal to your Contraptionist DC unless otherwise listed.

Advanced Bomb

Deals 3d6 fire damage on each creature in a 5 foot radius, who must make a Dex Save or take half damage. 

to recover parts Contraptionist has to make an investigation check equal to 15 + damage dealt. If Contraptionist doesn't remember how much damage was dealt there is no chance to recover.

 

Advanced Fog Bomb

The fog bomb now obscures a radius equal  your Contraptionist level rounded down to the nearest 5. (At 9th level it is 5ft radius, 10th it is a 10 foot radius, 15th = 15ft radius, 20 = 20foot radius)

Contraptionist may call type during creation or create a random roll fog type

  1. Healing Fog - Each round a creature ends their turn or moves into the fog cloud they heal 1d4 points of health -Red Cloud
  2. Acid Fog- Each round a creature ends their turn or moves into the fog the receive 1d4 points of acid damage - Green Cloud
  3. Dark Fog - Each round a creature ends their turn or moves into the fog they are considered hidden as if by magical darkness - Black Cloud
  4. Rave Fog - Each round a creature ends their turn or moves into the fog they must make a wisdom saving throw or become confused - Rainbow with laser lights
  5. Sickly Fog - Each round a creature ends their turn or moves into the fog they must make a constitution saving throw or become sickened - Orange Cloud
  6. Sexy Mist - Each round a creature ends their turn or moves into the fog they must make a charisma saving throw or become charmed - Pink mist that is half the height of a character in the fog.
  7. Stone Smoke - Each round a creature ends their turn or moves into the fog they must make a constitution saving throw or become paranoid...I mean under the effects of fear - Green cloud with purple and orange lights dancing through the area.
  8. Fog of War - Each round a creature ends their turn or moves into the fog they get advantage on strength ability checks -  Grey fog with thunderous flashes
  9. Thick Fog - Each round a creature ends their turn or moves into the fog gets disadvantage on dexterity saving throws - Blue almost liquidy fog
  10. RANDOM ROLL ONLY  - If you random rolled a 10 roll 2d10s and that fog bomb now as both affects. If you roll another 10 roll an additional 2d10 until that doesn't happen again. Affects stack by increasing die size (aka 2 healing clouds make 2d4 HP regained each round)

Advanced Micro Bola

Ranged attack that upon a hit can deal 2d6 damage.

Upon a successful hit the target must make a Dex saving throw. If it fails it is restrained and falls prone. The target has to make a strength saving throw to break out of the bola. This effect doesn't work on creatures in size greater than huge.

Advanced Snare

Adheres to wherever you place it. When a creature steps foot within a distance in feet equal to 10 + your contraptionist level of the trap the creature must make a DEX save or become grappled and pulled towards the trap. Upon a simple command word, set by the contraptionist, is said the creature can be let go. Once it has been activated it has to be reset with a tinker check.

It takes a DC check of 10 + your contraptionist level to perceive the snare. 

The Snare itself is silent, but the creatures it captures might not be.

Advanced Spider Hook

The spider hook can now go a distance of 10 x your Contraptionist level. You now auto succeed on climb checks that carry just you a distance of your Contraptionist level x 5 feet. You still have advantage on climb checks that are just you for the rest of the distance.

Advanced Spring Trap

Spring trap adheres to wherever it is placed. A creature that activates it must make a DEX saving throw or take 2d8 damage. Spring trap automatically resets and can be activated next round by the same creature. The Advanced spring trap will last for a number of rounds equal to the contraptionist level.

Trap takes 1 minute to place

Advanced Weapon Spike

Adv weapon spike deals an additional 1d6 peircing damage and then target needs to make a CON saving throw or take an additional 1d4 damage. At the start of their turn they need to make a CON save again or take another 1d4 damage until they save or take an action to stop the burrow.

You can have more than one on a weapon at a time. It takes an action to adhere the weapon spike to a weapon. It will no stay on if the weapon is sheathed or dropped. It has to be adhered to weapon with a Tinker check of the contraptionists save DC who created it.

Legendary Contraptions

Take one of your Advanced Contraptions and upgrade it to LEGENDARY status.

These take 1000 GP and a week to create.

These are all recoverable 

You may only create a total of these equal to your intelligence modifier. Once you have created this many you may not create more. 

 

Legendary Bola

Upon a hit it can deal 5d6 Damage.

Upon a successful hit the target must make a DEX saving throw. If it fails it is restrained and falls prone. The target has to make a STR saving throw to break the restrained.

This works for ALL sized creatures

Legendary Bomb

Each Creature in a 15foot area must make a DEX save or take half damage. On a failed save creatures in that area take 5d6 fire damage. The area is now considered difficult terrain and creatures walking through it at normal speed take 1d4 per 10 feet of terrain walked through.

As an action the contraptionist speaks the magic word they set the Bomb reconstitutes itself and the creatures in the area must make another DEX save or take 5d6 piercing damage. 

As an action the contraptionist may say another magic word and the bomb reactivates. 

After each time the bomb is activated the Contraptionist needs to roll an intelligence save. If they fail their own save the bomb can no longer be activated 

Legendary Fog Cloud

The fog bomb has a radius of your contraptionist level x 5 feet. The cloud lasts for 3d4 rounds.

Contraptionist may call 2 types during creation or create a random roll fog type. Affects stack by increasing die size (aka 2 healing clouds make 4d4 HP regained each round)

  1. Healing Fog - Each round a creature ends their turn in the fog cloud they heal 2d6 points of health -Red Cloud
  2. Acid Fog- Each round a creature ends their turn or moves into the fog the receive 2d6 points of acid damage - Green Cloud
  3. Poison Fog - Each round a creature ends their turn or moves into the fog they are considered they must make a constitution saving throw or be poisoned - Dark Green Cloud that looks like there are whips of snakes out of the top of it. 
  4. Rave Fog - Each round a creature ends their turn or moves into the fog they must make a wisdom saving throw or become confused - Rainbow with laser lights They have advantage on performance checks
  5. Sickly Fog - Each round a creature ends their turn or moves into the fog they must make a constitution saving throw or become sickened - Orange Cloud
  6. Sexy Mist - Each round a creature ends their turn or moves into the fog they must make a charisma saving throw or become charmed - Pink mist that is half the height of the any creature in the cloud
  7. Stone Smoke - Each round a creature ends their turn or moves into the fog they must make a constitution saving throw or become paranoid...I mean under the effects of fear - Green cloud with purple and orange lights dancing through the area.
  8. Fog of War - Each round a creature ends their turn or moves into the fog they get advantage on strength ability checks -  Grey fog with thunderous flashes
  9. Thick Fog - Each round a creature ends their turn or moves into the fog gets disadvantage on dexterity saving throws - Blue almost liquidy fog
  10. RANDOM ROLL ONLY  - If you random rolled a 10 roll 2d10s and that fog bomb now as both affects. If you roll another 10 roll an additional 2d10 until that doesn't happen again. Affects stack by increasing die size (aka 2 healing clouds make 4d4 HP regained each round)

Legendary Pocket Snare

Pocket Snare access to an elemental dimension (Making the cost of each pocket snare an additional 1000 GP and an extra week to create). During the creation of the Pocket Snare you can choose an element to fill the dimension with (Fire, water, acid, electricity, earth, air). Pocket snares action always takes place on initiative count 20. It has an AC of 15 and 5 HP. When it is broken it can be recovered. 

Pocket Snare can be placed anywhere, even in mid air. It takes a command word to hide and once it is hidden it is activated. It takes another command word to deactivate it. When it is hidden it takes true sight to be able to see it and even then it looks like a sparkling light with little wisps whipping around it. The pocket snare takes 30 seconds to be placed.

EACH creature within the distance set by Contraptionist equal to a max of their contraptionist level + 5 feet must make a DEX save or be grappled and brought to the base of the Snare and if the creature is medium sized or smaller the creatures are thrown into the portal, upon a save they do not get thrown into the portal, but they can be targeted again next round. The creatures take 1d6 damage per round spent inside of the portal. The creature needs to make a  intelligence saving throw to break out of the portal. If a creature breaks out of the portal the portal may not grapple another creature until it is repaired with a tinker check equal to 10 + Contraptionist level. 

Large creatures clog the portal and will be held at the portal entrance (considered grappled) until they make a DEX or STR save.

Legendary Spider Hook

Spider hook can now carry you and one other creature of medium size. You automatically succeed on climb checks that are  your contraptionist level x 10 feet. 

The spider hook can be thrown or set down upon a surface and pushed in a direction. The spider will climb at a rate of 10 feet per round until it has reached the farthest away it can go to automatically succeed or until the contraptionist pulls once upon its thread. Two pulls and it will automatically retract and pull the contraptionist to it. If the surface is unsteady or gives way while the contraptionist is in the air the contraptionist is subject to fall damage

The spider can now jump a distance equal to your contraptionist level vertically or horizontally. After it makes the jump it can then pull the player.

Legendary Spring Trap

Spring trap adheres to wherever it is placed. A creature that activates it must make a DEX saving throw or take 2d10 damage. Upon a successful save they take half damage. Spring trap automatically resets and can be activated next round by the same creature. 

Trap takes 1 rounds to place. It is activated when a creature is within 5ft of the trap. The trap is flat but is 2 feet wide and weighs 20 pounds.

Legendary Weapon Spike

The spike, now more mechanical beast than the basic contraption you use to create. This object may be placed on any weapon to give an additional 1d8 damage. The creature must make a constitution saving throw or the spike turns into a burrowing contraption who's gears not only chew their way through the enemy's flesh but also burn it and devour it with either Acid or Fire (each can be different). The spike uses it to power itself making it stronger and faster.

Upon a failed saving throw the creature takes 1d4 damage. Each round they continue to fail the saving throw (made at the start of their turn) the damage is increased by 1d4 for a maximum of 10d4. (first round 1d4, 2nd round 2d4, etc etc)

The creature may choose to take a round and attack itself to pull the spike out from within it. 

Previous Versions

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4/13/2020 4:17:04 AM
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