Artificer
Base Class: Artificer

You excel at improvising, and making the most out of a bad situation. With nothing but your wits, tools, and a box of scraps, you have the ability to devastate your enemies.  

Scrapper's Supplies

At 3rd level, you gain access to a special pouch of supplies containing odds, ends, bits, bobs, scraps, and stuff. You can use these supplies to assemble small fragile contraptions, and use these supplies as a spellcasting focus. If you lose your Scrapper's Supplies or they are destroyed, as part of a long rest you can recoup your resources by scavenging around for usable materials.

Additionally, you gain proficiency in improvised weapons. 

 

Improvised Weapons Expert

At 3rd level, you can assemble makeshift weapons with a variety of properties sing your Scrapper's Supplies and Tinkerer's Tools. When you create an improvised weapon, you have a number of points equal to your Intelligence modifier that you can spend to give the weapon certain benefits. You may choose to instead take 10 minutes to create an improvised weapon. If you do, you gain a number of extra points equal to your proficiency bonus.

You may choose to use your Intelligence modifier for improvised weapons you create, rather than using your Strength or Dexterity modifier. Improvised weapons you create last for one hour until they are destroyed and their components are returned to your Scrapper's Supplies. 

The choices for improvised weapons you create are outlined below:

DAMAGE DIE (choose one): 

1d4 - 0 points

1d6 - 0 points

1d8 - 1 point

1d10 - 2 points

1d12 - 3 points

1d20 - 6 points

DAMAGE TYPE (choose one)

Slashing - 0 points

Bludgeoning - 0 points

Piercing - 0 points

Fire - 1 point

Acid - 1 point

Cold - 1 point

Poison - 1 point

Lightning - 1 point

Force (Magical) - 3 points 

Radiant (Magical) - 3 points

Necrotic (Magical) - 3 points

Thunder (Magical) - 3 points

TAGS (choose at least one)

Heavy - 0 points

Two-Handed - 0 points

Finesse - 1 point

Silvered - 1 point

Thrown - 1 point

Magical - 2 points

Reach - 2 points

Light - 2 points

ADDITIONAL EFFECTS (choose any number)

Can be summoned to your hand as a bonus action - 2 points

Can explode as a bonus action, making an attack on every creature within 5 feet of it - 3 points

Apply an infusion you know - 3 points

When you hit a creature with an attack, you may deal half as much damage to another creature within 5 feet of it - 3 points

Gain a second damage die of the same or different damage type - twice the original cost of the die, plus the cost of that damage type

 

Extra Attack

At 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Ready for Anything

At 9th level, if you have your Scapper's Supplies and Tinker's Tools, you can spend 10 minutes to gain one of the following benefits for a number of hours equal to your Intelligence modifier or until you use this feature again:

- You can prepare an extra spell from the Artificer spell list. It doesn't count against your number of spells prepared.

- You can infuse an extra item. It doesn't count against your number of infused items. 

- You can replace an infusion on one of your infused items with another infusion you don't know. 

You can use this feature a number of times equal to your Intelligence modifier, and regain all expended uses at the end of a long rest. 

Supreme Scavenger

At 15th level, you have learned how to replicate the effects of spells previously unavailable to artificers. If you have your Scrapper's Supplies and Tinker's Tools, you can spend 1 hour to prepare a spell from a different class's spell list. It counts as an artificer spell for you, and it doesn't count against your number of prepared spells. You have this spell prepared for a number of hours equal to your Intelligence modifier or until you use this feature again. 

Once you use this feature, you can not do so again until you finish a short or long rest.

Previous Versions

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2/17/2022 9:55:05 PM
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