Artificer
Base Class: Artificer

Artificers are usually tied to violence and warfare because of their ability to create terrible weapons of mass destruction or protect entire armies from them. Some artificers however, live peaceful lives as toymakers, crafting fine contraptions meant to be used for leisure and to brighten people’s lives. The typical toymaker deeply loves their creations and their craft and is able to imbue them with their arcane knowledge to make amazing magical toys.

Every idea and creation can be used as a weapon though, and this is the reason why some of these artificers become spies, using their seemingly inoffensive appearance and toys to wreak havoc. Others might be forced to weaponize their beloved creations in times of war.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with painter’s supplies and woodcarver's tools. If you already have proficiency with both of these tools, you gain proficiency with one other type of artisan's tools of your choice.

Toymaker Spells

Starting at 3rd level, 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

Toymaker Spells

3rd

Animal Friendship, Bless

5th

Jim’s Glowing Coin, Spiritual Weapon

9th

Fast Friends, Galder’s Tower

13th

Galder's Speedy Courier, Widogast's Vault of Amber

17th

Awaken, Legend Lore

Unsuspicious Mirage

When you reach 3rd level, you gain proficiency with the Deception, the Sleight of Hands, and the Stealth skills.

Clockwork Toy

By 3rd level, you learn to create tiny and small toys you can imbue with your magic and control through magical strings connected to them. You can create a Tiny construct called a Figurine, or a Small construct called a Doll. To do so, you must provide materials worth at least 150 gp including woods, paints, screws, strings, and such, and you must spend at least 10 minutes to create either of them. You can only have one of these constructs at a time, and you can transform a Figurine into a Doll or vice versa by spending 10 minutes rearranging them with your woodcarver’s tools. These Constructs are friendly to you and your companions.

If the Mending spell is cast on them, they regain 1d6 hit points. If the Construct dies, and you are able to find most of its remnants, you can spend 1 hour with your woodcarver’s tools to revive it, returning it to life with all its hit points restored. If you can’t find most of its remnants or it was completely destroyed, you must buy new materials to create a new Construct.

  • Figurine. The figurine uses the stat block of an animal of your choice: crab, badger, bat, cat, hawk, quipper, or scorpion, and can take any of the actions provided in its stat block. In combat, the figurine shares your initiative count, but it takes its turn immediately after yours, but it can never move further than 1 mile away from you. At your DM’s discretion, your figurine’s appearance might vary greatly from the animal’s appearance, but its stats are unchanged. For example, you might create a toy plane which uses the stats for the hawk, or you can create a caricature version of a tarrasque which uses the stats for a cat. To change the form of your figurine, you must spend 10 minutes rearranging it with your woodcarver’s tools.
  • Doll. You use the game statistics of the Doll stat block, which uses your proficiency bonus (PB) in several places, and you determine its appearance, which has no effect on its game statistics, unless stated otherwise. It might resemble a small person, an animal, a monster, etc. You can use your bonus action to control it to instantly take its turn, meaning it can have its turn before or after you take your action. Alternatively, you can expend your movement to move your construct and have it take the Dodge action. It can take its reaction on its own. The Doll can’t move further than 60 feet away from you or else it falls to the ground unmoving. If you’re incapacitated or don’t use your bonus action or movement to control it, it can’t take any actions, reactions, or move.

Doll

Small construct

Armor Class: 16 (natural armor)

Hit Points: 20 + twice your artificer level (the Doll has a number of Hit Dice [d6s] equal to your proficiency bonus)

Speed: 40 ft.

STR

DEX

CON

INT

WIS                          CHA

10 (+0)

18 (+4)

14 (+2)

6 (-2)

6 (-2)                     14(+2)

Saving Throws: Dex +6, Cha +4

Skills:  Acrobatics +6, Stealth +4 plus PB

Damage Immunities: poison, psychic

Condition Immunities: charmed, exhaustion, frightened, poisoned

Senses: passive Perception 8

Languages: understands the languages you speak

Challenge: —

Proficiency Bonus (PB): equals your bonus

Mischievous TripWhen a creature triggers an opportunity attack from the Doll, the creature must succeed on a Dexterity saving throw or fall prone 10 feet away from the Doll in the direction it was intending to move in. The DC equals 8+PB.

Threads of Magic. You can cast your Artificer spells of 1st level or higher through the Doll.

Actions

Built-In Strike. Melee Weapon Attack: +4 plus PB halved (rounded up) to hit, reach 5 ft., one target you can see. Hit: 1d8 + 4 bludgeoning, piercing, or slashing damage (you choose when you make your Doll according to its appearance).

Electric Charge (4/Day). The Doll can cast the Shocking Grasp cantrip.

Arcane Connection

Starting at 5th level, it only takes you 1 minute to create a Figurine or Doll and you need no material components to do so. In addition, you can use a bonus action to change a Figurine’s form or change between a Figurine and a Doll.

In addition, whenever a creature you can see makes an attack against you or forces you to make a saving throw, you can use your reaction to magically swap places between you and your Figurine or Doll for them to be targeted instead. Once you use this feature, you can’t do so again until you finish a long rest.

Humanoid Puppet

At 9th level, you've learned to create human-shaped toys in real size, called puppets. These puppets imitate the fighting style of certain adventurers, which you’ve learned to recreate through your travels and experience. You can spend 1 hour using your woodcarver’ tools, painter’s supplies, and arcane knowledge to create one Humanoid Puppet. When you do so, choose either a Blunt Puppet or a Silent Puppet, and you use the game statistic of your choice, which uses your proficiency bonus (PB) in several places. You can change between its forms by spending 10 minutes with it while you have your tools. The puppet must resemble a medium humanoid, but its cosmetic appearance is up for you to choose. You can only have one Humanoid Puppet at a time.

You can use your bonus action to control it to instantly take its turn, meaning it can have its turn before or after you take your action. Alternatively, you can expend your movement to move your construct and have it take the Dodge action. It can take its reaction on its own. The Puppet can’t move further than 100 feet away from you or else it falls to the ground unmoving. If you’re incapacitated or don’t use your bonus action or movement to control it, it can’t take any actions, reactions, or move. If you have a Doll and a Puppet up in battle, you can use your bonus action to choose which one you control.

It regains 1d6 hit points if the Mending spell is cast on it.               

Blunt Puppet

Medium construct

Armor Class: 16 (natural armor)

Hit Points: 42 + your artificer level (the Blunt Puppet has a number of Hit Dice [d10s] equal to your proficiency bonus)

Speed: 30 ft.

STR

DEX

CON

INT

WIS                          CHA

18 (+4)

13 (+1)

16 (+3)

8 (-1)

10 (0)                     12(+1)

Saving Throws: Str +7, Con +6

Skills:  Acrobatics +4, Athletics +3 plus PB

Damage Immunities: poison, psychic

Condition Immunities: charmed, exhaustion, frightened, poisoned

Senses: passive Perception 10

Languages: understands the languages you speak

Challenge: —

Proficiency Bonus: 3

Improved Critical. Its Greatsword attacks score a critical hit on a roll of 19 or 20.

Blunt Swing.  When it rolls a 1 or 2 on a damage die for its Greatsword attack, it can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Fueled Attack (1/day). It can push itself beyond its normal limits for a moment. On its turn, it can take one additional action on top of its regular action and a possible bonus action.

Actions

Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target you can see. Hit: 2d6 + PB slashing damage.

Multiattack. The Blunt Puppet makes two Greatsword attacks.

Self-Mending (1/Day). The Blunt Puppet has magical mechanisms inside it that can mend its damage. On its turn, it can use a bonus action to regain hit points equal to 1d10 + PB

                                                                                                                                                    ____________________________________________

Silent Puppet

Medium construct

Armor Class: 15 (natural armor)

Hit Points: 30 + your artificer level (the Silent Puppet has a number of Hit Dice [d8s] equal to your proficiency bonus)

Speed: 40 ft.

STR

DEX

CON

INT

WIS                          CHA

12 (+1)

18 (+4)

16 (+3)

8 (-1)

10 (0)                     13(+1)

Saving Throws: Dex +7, Int +2

Skills:  Acrobatics +10, Athletics +4, Sleight of Hand +3 plus PB, Stealth +6 plus PB

Damage Immunities: poison, psychic

Condition Immunities: charmed, exhaustion, frightened, poisoned

Senses: passive Perception 10

Languages: understands the languages you speak

Challenge: —

Proficiency Bonus: 3

Surprise Hit. Once per turn, the Silent Puppet can deal an extra 3d6 damage to one creature it hits with its Shortsword or Dagger attack if it has advantage on the attack roll.

It doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and the Silent Puppet doesn’t have disadvantage on the attack roll.

Expeditious Move.  It can take a bonus action on each of its turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Killing Blow. It has advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit it scores against a creature that is surprised is a critical hit.

Actions

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target you can see. Hit: 1d6 + PB slashing damage.

Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target you can see. Hit: 1d4 + PB slashing damage.

Self-Mending (1/Day). The Blunt Puppet has magical mechanisms inside it that can mend its damage. On its turn, it can use a bonus action to regain hit points equal to 1d10 + PB

Reactions

Joint Bending. when an attacker the Silent Puppet can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.

Festival Marionette

Starting at 15th level, your immense creativity allows you to imagine a giant toy reflecting your past work. As an action, you can magically create a Festival Marionette. It manifests in an unoccupied space that you can see within 30 feet. It uses the Festival Marionette stat block. When you cast the spell, you choose between land, sky, and sea, which determines certain traits in its stat block. The construct resembles a large creature of your choice, typically some sort of beast, dragon, or monstrosity. It regains 1d6 hit points if the Mending spell is cast on it. The creature disappears when it drops to 0 hit points, you dismiss it as a bonus action, or after 1 hour has passed.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

You can use this feature a number of times equal to half your proficiency bonus rounded down.

 

Festival Marionette

Large Construct

Armor Class: 18

Hit Points: 80

Speed: 30 ft., +70 ft. (land only), fly 80 ft. (sky only), swim 60 ft. (sea only).

STR

DEX

CON

INT                      WIS                 CHA

20 (+5)

14 (+2)

17 (+3)

10 (+0)                 10(+0)             14(+2)

Saving Throws: Str +8, Dex +5

Damage Immunities: poison, psychic

Condition Immunities: charmed, exhaustion, frightened, poisoned

Senses: darkvision 60 ft., passive Perception 10

Languages: understands the languages you speak

Challenge: —

Imaginary Journey. You and one medium or two small creatures can use the marionette as a mount

Giant Stomp (Land Only). If a creature triggers an attack of opportunity from the Marionette, it has advantage on the attack. In addition, if the attack hits, the target must succeed on a DC 15 Strength saving throw or be knocked prone.

Cotton Blood (Sky Only). If the Marionette is destroyed, or if you dismiss it, it casts Feather Fall on all creatures within 5 feet of it.

Chamber of Oxygen (Sea Only). The Marionette has a hollow inside which contains oxygen supplies. It can carry up to 4 creatures of medium size or smaller inside it comfortably. It can carry 4 extra creatures which get 1 level of exhaustion if they spend more than 20 minutes inside it due to lack of oxygen. If the Marionette is created underwater, all the water inside it is expelled.

Actions

Multiattack. The construct makes two Imagination Slam attacks and it uses Condensed Beam.

Imagination Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d6 + PB bludgeoning, piercing, or slashing damage (you choose when you create your marionette).

Condensed Beam. The Marionette shoots a beam of condensed energy from its mouth or eyes in a 80-foot long line that is 10 feet wide in a direction you choose. Each creature in the line must make a Dexterity saving throw against your spell save DC. A creature takes 2d6 force (land), electric (sky), or acid (sea) damage on a failed save, or half as much damage on a successful one.

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