Artificer
Base Class: Artificer

Fey Smiths are artificers who are typically natives of the Feywild and combine clockwork and natural components with the whimsy of the Fey. Joined by a fey clockwork companion they are formidable in and out of combat. Their fey clockwork companion can grow from a tiny creature to a large flying mount. When they cast spells like any artificer their magic is imbued in objects, but unlike most other artificers, Fey Smiths typically combine natural and mechanical components when crafting their spells and infusions. They and their companion form a powerful bond to explore and protect allies. 

Like the Fey in general Fey Smiths come in all sizes and styles. Each typically has a unique approach to their magic and usually build a companion to help and protect them and their allies. This companion can take many forms and combines elements of a familiar, homunculus, and eventually a steed. These companions frequently show the whimsy of their creators and while generally sharing an outlook and alignment with their creator, are intelligent, independent creatures and interpret orders and will act on their own. 

(GM's should feel free to have a companion refuse orders or interpret them creatively and companions can and will act independently. If poorly treated a companion can even return to the Feywild and refuse to rejoin the Fey Smith. If that happens the Fey Smith will have to make a new Fey Companion and a GM should impose some cost and time to this task). 

 

Tool Proficiency

3rd-level Fey Smith feature

You gain proficiency with herbalism kits. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

You also gain a unique to you herbalism kit that holds all of the herbs and natural components you harvest in a special extra-dimensional pouch. This pouch preserves all ingredients and components placed into it with the effect of Gentle Repose which you gain as an at will spell for this purpose. 

Fey Smith Spells

3rd-level Fey Smith feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Fey Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Fey Smith Spells

Artificer Level Spell

3rd

Faerie Fire, Hunter's Mark

5th

Misty Step, Enlarge / Reduce

9th

Counterspell, Tongues

13th

Greater Invisibility, Polymorph

17th

Reincarnate, Teleportation Circle

Battle Ready and Skilled

3rd-level Fey Smith feature

Your combat training, nature connection, and your experiments with magic have paid off in a few ways:

  • You gain proficiency with martial weapons.
  • You gain proficiency with one new skill and one new set of artisan's tools. Typically this is Nature, Arcana, or Survival and either Alchemist's Tools or Leatherworker Tools but Fey Smiths have many different approaches to their craft with some focusing on weaving, jewelry, painting or carving and following may approaches to their knowledges as well.
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Fey Clockwork Companion

3rd-level Fey Smith feature

Your tinkering has borne you a faithful companion, a fey clockwork companion. It is friendly to you and your allies and it (mostly) obeys your commands. See this creature’s game statistics in the Fey Companion stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance and whether it has two legs or four or none and whether it has wings or flies magically; your choice has no effect on its game statistics. You can choose for your companion to be sized Tiny or Small. 

In combat, the companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the companion can take any action of its choice, not just Dodge.

A fey clockwork companion will generally obey orders, but is an independent, intelligent creature and from time to time may refuse an order. A GM should decide when this happens and if it happens repeatedly the fey clockwork companion will return to the Feywild. 

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your tinker’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The fey clockwork companion returns to life after 1 minute with all its hit points restored.

Your fey clockwork companion has proficiency in Perception, Stealth, and two additional skills. One of these skills must be from the Artificer class skill list. 

You can use your The Right Tool For the Job ability to create a magical set of tools for your fey clockwork companion. If you do this the fey clockwork companion will gain proficiency in those tools if you also have it. Note that if you use The Right Tool for the Job ability a second time, your companion will lose their tools and proficiency with them. At level 9 you can make a set of tools for yourself and for your companion at the same time as long as they are the same time of tools with one use of The Right Tool for the Job ability. 

When you gain an Ability Score Increase you can improve one ability score of your fey clockwork companion by +2 or two by +1. Your GM optionally may allow your fey clockwork companion to choose a feat in place of an Ability Score increase. 

At the end of a long rest, you can recreate your fey clockwork companion if you have your tinker’s tools with you. If you already have a fey clockwork companion from this feature, instead your companion is summoned to your side. This works if you are both on the same plane of existence.  If you want to rebuild your fey clockwork companion or need a new one to replace a companion who left your service a GM should impose a longer time and cost.

Fey Clockwork Companion

Armor Class 15 (natural armor)

Hit Points 2 + your Intelligence modifier + four times your artificer level (the companion has a number of Hit Dice [d6s] equal to your artificer level)

Speed 30 ft. Fly 30 ft.

STR
12 (+1)
DEX
14 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
7 (−2)

Saving Throws Dex +2 plus PB, Con +2 plus PB

Skills Stealth +2 plus PB, Perception +0 plus PB × 2 and two additional skills as chosen

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 10 + (PB × 2)

Languages Speaks and understands the languages you speak

ChallengeProficiency Bonus (PB) equals your bonus

Vigilant. The companion can’t be surprised.

Familiar and Homunculus. The fey clockwork companion counts as your familiar. It also counts as a Homunculus. If you know the Homunculus Infusion you can retrain it when you gain a fey clockwork companion. You can not have a homunculus OR a familiar and a fey clockwork companion. While your companion is within 120 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your companion's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the companion has. During this time, you are deaf and blind with regard to your own senses. This functions at any range, though beyond 120 feet you can not communicate with the companion.

Evasion. If the companion is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can’t use this trait if it’s incapacitated.

Actions

Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d6 + PB force damage.

Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d6 + PB force damage.

Repair (3/Day). The magical mechanisms inside the companion restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.

Reaction

Deflect Attack. The companion imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the companion

Channel Magic. The companion delivers a spell you cast that has a range of touch. The companion must be within 120 feet of you.

Extra Attack and Steed Fey Clockwork Companion

5th-level Fey Smith feature

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Your Fey Clockwork Companion can now optionally be sized Medium or Large and serve as a mount. It loses its fly speed if it increases in size but increases speed by +10ft. You can not have a Steed summoned by Find (or Find Greater) Steed and a fey clockwork companion.

Like a summoned steed you can communicate telepathically with your fey clockwork companion at a longer distance, you can now communicate telepathically with your companion at up to 1000 feet. 

You also gain the ability to make any spell you cast that targets only you also target your fey clockwork companion. If the spell requires concentration your concentration covers both you and your companion. If you lose concentration the spell is lost for both of you. The duration of any spell you share is halved (minimum of 1 round for spells with a 1 round or longer duration). 

Fey Arcane Jolt

9th-level Fey Smith feature

You've learned new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your fey clockwork companion hits a target, you can channel magical energy through the strike to create one of the following effects:

  • The target takes an extra 2d6 force damage.
  • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.

You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.

Improved Fey Clockwork Companion

15th-level Fey Smith feature

Your Arcane Jolt and fey clockwork companion become more powerful:

  • The extra damage and the healing of your Arcane Jolt both increase to 4d6.
  • Your fey clockwork companion gains a +2 bonus to Armor Class.
  • Whenever your fey clockwork companion uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.
  • Optionally your fey clockwork companion may grow in size to Medium or Large and gain the ability to serve as a mount. It now counts as if you had cast Find Greater Steed (and you can't have both a Greater Steed or regular Steed and a fey clockwork companion).
  • The Fey Clockwork Companion no longer loses a fly speed when it grows to size Medium or Large. 
  • The duration of a shared spell with your companion is no longer halved. 
  • The Fey Clockwork Companion increases all speeds by +10 ft. This stacks with the earlier increase in speed at level 5. Typically this means a Fey Clockwork Companion would have a land speed of 50' and a fly speed of 40'. 

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