Base Class: Artificer
An improviser cobbles weapons together on the fly so they can get the edge on their foes. Is the enemy trying to hit you with a chair? Weld some metal plates to a table leg to get the upper hand!
Improvisation
You have proficiency in improvised weapons.
Additionally, you may use an item as a bonus action
Arcane Welding
Arcane Weld. You can weld any two nonmagical inanimate objects at a point. They become stuck together at that point, and are treated as a single object. Another creature can disconnect the welded joint by either a strength roll or an attack roll against your spell save DC. You may make a number of welding joints equal to your proficiency bonus.
Extra Attack
You can attack twice in one action
Arcane Shape
Choose two sets of artisan's tools.
Touch a nonmagical inanimate object relating to one of those sets of tools. You can forgo an attack to instantly reshape the object as if you had been using your tools for an hour.
This cannot be done to weapons or armor that is currently being worn by an unwilling creature.
Woodcarver's tools could be use to sharpen sticks or a chair leg.
Smith's tools could be used to hammer an iron tea kettle into a metal plate.
Glassblower's tools allow a user to turn a handful of sand into raw glass, then that glass can be reshaped into other items.
Weaver's tools can be used to unravel and create clothes, rope, etc..
Improved Tinkering
You can now do the following:
Lightning | You can generate a constant electrical current that goes into a ground source. Anything that touches this object is hit with
Radiant | You can create a cone of light extending 15 ft., or a beam extending 30 ft.. This light can be an instantaneous bright flash or a dim consistent source of light.
Acid | You can remove the impurities from a piece of metal, or you may oxidize a piece of metal.
You can now add the following effects to your magical tinkering:
Lightning | The object becomes a weak battery.
Radiant | The object creates a thin, weak beam of light that extends 30 ft. Alternatively, an different object can emit an effect from your magical tinkering abilities when the aforementioned beam no longer shines upon it
Extra Attack
You can attack 3 times in a single action.
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Posted Feb 17, 2022Originally, I had the idea that I wanted to make a character capable of wielding 2 cantrips as if they were 2 martial attacks. So like, instead of using firebolt for 2d8 damage at level 5, you could do 2 firebolts at 1d8 damage each. Or you could do a firebolt and a frost ray, or you could stab someone with a knife, then use shocking grasp to send a bolt of electricity through the knife.
Realizing this would be overpowered, and that I didn't know how to make cantrips stay at 1st-level as you go from 1st to 5th to 11th to 17th levels, I changed it so the Improviser had a number of pseudo-cantrips, each doing something like 1d6 damage, with the intention that they could be used as utility spells. By giving the player these utility spells, each counting as 1 attack or bonus action, I wanted to give the player a bunch of options to be creative. But there's nothing more frustrating than having a plan, having to wait until your next turn, then having all your work be ruined. Which is why at level 5 you can spend your entire turn doing 3 small things to make a bigger thing.
So the player also had a fire, cold, and force spell, making the player basically a human forge. But this made things overly complicated, so to help out players I streamlined these 3 spells under one roof: Arcane Welding. Arcane welding even makes it so things aren't permanently damaged by the player's tinkering.