Base Class: Artificer
Most artificers choose to spend their lives creating and inventing complex contraptions, impressive weaponry and powerful magical items. Some however, choose a different path. Toymakers are artificers who use their intellect, creativity and tinkering skills to create toys and similar trinkets. Some do this simply to flex their creative muscles or to earn some coin, but most artificers who choose this specialization do so to spread joy and cheer into the hearts of children everywhere. Many other artificers scoff at these comparatively humble inventors, but few artificers have as many tricks up their sleeves as a toymaker.
Toymaker's Tools
Beginning when you choose this specialization at 3rd level, you gain proficiency with Painter’s supplies and Woodcarver’s tools.
Toymaker Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Toymaker Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Toymaker Spells
| Artificer Level | Spell |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Magical Toys
Also at 3rd level, you’ve learnt how to imbue the little toys and trinkets you create with a portion of your magic, transforming them into potent weaponry. At the end of a long rest, you can create a number of magical toys equal to Intelligence modifier. The toys you create can be any number of the following:
Plushie. As a bonus action, you can hug this warm and comforting plushie. After doing so, you gain a number of temporary hit points equal to 2d6 + your Intelligence modifier.
Wind-up Toy. As an action, you can wind up this clockwork toy, causing it to magically animate as a Tiny construct for up to 1 hour. The toy has 1 hit point and is immune to psychic and poison damage, as well as the poisoned and petrified conditions. For the duration, you can issue the toy simple commands to perform, such as “fetch that item” or “stand watch”. However, it is limited to its size and cannot be ordered to attack a creature or object. While it is animated, you can command it telepathically as long as you’re within 120 feet of it.
Music Box. As an action, you activate this magical music box, causing it to emit a beautiful and captivating melody that can be heard clearly within a 60-foot-radius sphere centered on you. Any creatures of your choice that hear it must then make a Wisdom saving throw. On a failed save, a creature must use its following turn to move as close as possible towards the music box. The creature avoids obvious hazards while moving, but not opportunity attacks.
Wooden Dragon. As an action, you can cause this dragon toy carved from wood to emit a breath of elemental energy in a 15-foot cone originating from you. Each creature within that area must make a Dexterity saving throw. Roll a d6 and consult the following table:
| D6 | DAMAGE TYPE |
|---|---|
| 1 | Acid |
| 2 | Cold |
| 3 | Fire |
| 4 | Lightning |
| 5 | Poison |
| 6 | Choose |
On a failed save, a creature takes 2d6 + your Intelligence modifier damage of the damage type you rolled. On a successful save, a creature takes half damage.
Hobbyhorse. As a bonus action, you can stick this magical hobbyhorse between your legs, gaining the benefits of the Dash action. In addition, you do not provoke attacks of opportunity until the beginning of your next turn.
Jack-in-the-Box. As an action, you wind up this jack-in-the-box, causing a figure of your choice to pop out. Any creatures of your choice within 10 feet of you must then make a Wisdom saving throw. On a failed save, a creature is frightened of you until the beginning of your next turn.
Stinkbomb. As an action, you can throw this stinkbomb at a spot you can see within 30 feet of you. When it detonates, it releases a cloud of foul-smelling gas in a 15-foot-radius sphere. The gas lingers for 1 minute or until a wind of moderate or greater speed disperses it. For the duration, the area counts as being lightly obscured and any creature that begins its turn within the area must make a Constitution saving throw or get knocked prone, as the smell overwhelms their senses.
Any toy effects that require saving throws are made against your spell save DC, and you regain any expended toys when you complete a long rest.
Relentless Cheer
At 5th level, you’re a beacon of joy and cheer, and have become immune to the icy clutches of fright. You are immune to the frightened condition.
Joyous Personality
At 9th level, your cheeriness and joyous personality can charm and disarm even the worst of your enemies. Whenever a creature targets you with an attack or spell, you can use your reaction to force the creature to make a Wisdom saving throw. On a failed save, the creature is charmed by you until the end of your next turn.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Potent Playthings
At 15th level, you’ve learnt how to increase the efficiency and capabilities of your magical toys. The magical toys described in your Magical Toys feature improve as follows:
Plushie. The number of temporary hit points gained increases to 4d6 + your Intelligence modifier.
Wind-up Toy. You can cast any of your artificer spells as if you were standing in the toy’s space.
Music Box. A creature that fails their saving throw and does not end up within 5 feet of the music box, suffers psychic damage equal to half your artificer level rounded up and has disadvantage on the next attack roll they make.
Wooden Dragon. The damage increases to 4d6 + your Intelligence modifier.
Hobbyhorse. You also gain a flying speed equal to your walking speed until the beginning of your next turn.
Jack-in-the-Box. On a failed save, a creature is frightened for 1 minute instead of until the beginning of their next turn. An affected creature can reroll their saving throw at the end of each of their turns.
Stinkbomb. On a failed save, a creature is also poisoned for 1 minute. An affected creature can reroll their saving throw at the end of each of their turns. In addition, the area of effect counts as being heavily obscured, instead of lightly obscured.
Previous Versions
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12/6/2021 9:56:34 AM
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Posted Oct 21, 2022How about wooden blocks?
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Posted May 26, 2022I love this!!
Def awesome to have a bit of trickery in there. That's how I imagined my character to be.