Artificer
Base Class: Artificer

The typical artificer is a very meticulous and deliberate crafter. Using the best materials and well researched designs for their infusions, they are known for creating items expertly tuned for reliability.

Others, however, prefer to work at the bleeding edge, constantly developing new modifications and accessories from scavenged materials. The Tinkersmith specializes in the creation of gadgets in addition to their regular infusions. They are driven by an unending tweaking of their devices, completely disassembling and rebuilding each gadget on a nightly basis.

Tool Proficiency

3rd-level Tinkersmithj feature

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

Artisan's Tools

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

Smith's Tools

Gain proficiency in smith's tools.

Tinkersmith Spells

3rd-level Tinkersmith feature

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

Alchemist Spells

Artificer Level Spell

3rd

fog cloud, shield

5th

hold person, invisibility

9th

hypnotic pattern, lightning bolt

13th

death ward, greater invisibility

17th

cone of cold, hold monster

Gadgetcraft

3rd-level Tinkersmith feature 

Whenever you finish a long rest, you can use your tinker's tools to create 2 single use gadgets out of scrap materials. It takes an hour to craft each device

Due to the experimental nature of these devices, whenever you attempt to use one you must succeed on a DC 12 Arcana check or the device fails. If you roll a 1 on this check the gadget unexpectedly explodes, dealing 1d6 force damage to you.

Any gadget you create with this feature lasts until it is used or until the end of your next long rest.

When you reach certain levels in this class, you can make more gadgets at the end of a long rest: three at 5th level and five at 15th level.

Gadgets

When you use this feature, choose a gadget from below first and roll a 1d4 to determine the build quality. 

Force Shield

A glove modification that releases a tremendous burst of force when the integrated mechanism is triggered.
When hit by an attack, use your reaction to add a bonus of 1d6 to your AC until the start of your next turn, including against the triggering attack
If the build quality is inferior, use a 1d4 instead. If superior, the AC bonus lasts an additional turn.

Defensive Jets

Defensive Jets: Armor modification that lays several powerful air jets around your torso, all triggered by wrist mounted mechanism.
When a hostile creature enters your melee range, use your reaction to instantly push the creature 10 feet in any direction you choose. 
If the build quality is inferior, they move 5 feet instead.
If superior, they move 20 feet.

Junk Mine

An improvised land mine filled with various pieces of scrap metal triggered by proximity.
As a bonus action, you place the mine within 20 feet of your position, which arms at the end of your turn.
If you are hidden when placing the mine and roll another successful stealth check the mine is also hidden.
Once armed, the next creature that moves across the space, or ends their turn within 5 feet of it takes [roll]1d6[/roll] of force damage and is incapacitated until the start of your next turn.
If the build quality is inferior, use a 1d4 instead. If superior, use a 1d8.

Static Mesh

A self-adhering woven sheet of conductive metals laced with arcane crystals that release electricity when cracked open.
As an action, affix the mesh to a melee or ranged weapon. The next time the weapon hits add 1d6 of lightning damage.
If the build quality is inferior, add 1 damage instead. If superior, 2d6 damage.

Ankle Jets

A pair of rockets tied to ankle straps that propel you forward at great speeds after kicking the heels together.
As a bonus action, add 20 feet to your movement speed until the end of the turn.
If the build quality is inferior, add 10 feet instead. If superior, add 20 feet of flying speed instead.

d4 build QUALITY

1

Inferior. The device is poorly constructed and has reduced effect. Subtract 2 from the initial skill check when using.

2-3

Standard. The device is adequately constructed and has the expected effect.

4

Superior. The device is flawlessly constructed and has an increased effect. Add 2 to the initial skill check when using.

 

Ankle Jets (inferior)

A pair of rockets tied to ankle straps that propel you forward at great speeds after kicking the heels together.
As a bonus action, add 10 feet to your movement speed until the end of the turn.

Ankle Jets (standard)

A pair of rockets tied to ankle straps that propel you forward at great speeds after kicking the heels together.
As a bonus action, add 20 feet to your movement speed until the end of the turn.

Ankle Jets (superior)

A pair of rockets tied to ankle straps that propel you forward at great speeds after kicking the heels together.
As a bonus action, add 20 feet of flying speed until the end of the turn.

Defensive Jets (inferior)

Armor modification that lays several powerful air jets around your torso, all triggered by wrist mounted mechanism.
When a hostile creature enters your melee range, use your reaction to instantly push the creature 5 feet in any direction you choose. 

Defensive Jets (standard)

Armor modification that lays several powerful air jets around your torso, all triggered by wrist mounted mechanism.
When a hostile creature enters your melee range, use your reaction to instantly push the creature 10 feet in any direction you choose. 

Defensive Jets (superior)

Armor modification that lays several powerful air jets around your torso, all triggered by wrist mounted mechanism.
When a hostile creature enters your melee range, use your reaction to instantly push the creature 20 feet in any direction you choose. 

Force Shield (inferior)

A glove modification that releases a tremendous burst of force when the integrated mechanism is triggered.
When hit by an attack, use your reaction to add a bonus of 1d4 to your AC until the start of your next turn, including against the triggering attack

Force Shield (standard)

A glove modification that releases a tremendous burst of force when the integrated mechanism is triggered.
When hit by an attack, use your reaction to add a bonus of 1d6 to your AC until the start of your next turn, including against the triggering attack

Force Shield (superior)

A glove modification that releases a tremendous burst of force when the integrated mechanism is triggered.
When hit by an attack, use your reaction to add a bonus of 1d6 to your AC until the start of your turn plus one round, including against the triggering attack

Junk Mine (inferior)

An improvised land mine filled with various pieces of scrap metal triggered by proximity.

As a bonus action, you place the mine within 20 feet of your position, which arms at the end of your turn.

If you are hidden when placing the mine and roll another successful stealth check the mine is also hidden.

Once armed, the next creature that moves across the space or ends their turn within 5 feet of the mine takes 1d4 of force damage and is incapacitated until the start of your next turn.

Junk Mine (standard)

An improvised land mine filled with various pieces of scrap metal triggered by proximity.
As a bonus action, you place the mine within 20 feet of your position, which arms at the end of your turn.
If you are hidden when placing the mine and roll another successful stealth check the mine is also hidden.
Once armed, the next creature that moves across the space or ends their turn within 5 feet of the mine takes 1d6 of force damage and is incapacitated until the start of your next turn.

Junk Mine (superior)

An improvised land mine filled with various pieces of scrap metal triggered by proximity.

As a bonus action, you place the mine within 20 feet of your position, which arms at the end of your turn.

If you are hidden when placing the mine and roll another successful stealth check the mine is also hidden.

Once armed, the next creature that moves across the space or ends their turn within 5 feet of the mine takes 1d8 of force damage and is incapacitated until the start of your next turn.

Static Mesh (inferior)

A self-adhering woven sheet of conductive metals laced with arcane crystals, which release electricity when cracked open.

As an action, affix the mesh to a melee or ranged weapon. The next time the weapon hits add 1 point of lightning damage.

Static Mesh (standard)

A self-adhering woven sheet of conductive metals laced with arcane crystals, which release electricity when cracked open.

As an action, affix the mesh to a melee or ranged weapon. The next time the weapon hits add 1d6 of lightning damage.

Static Mesh (superior)

A self-adhering woven sheet of conductive metals laced with arcane crystals, which release electricity when cracked open.

As an action, affix the mesh to a melee or ranged weapon. The next time the weapon hits add 2d6 of lightning damage.

Arcane Modification

5th-level Alchemist feature

You've learned how to inscribe runic symbols into your weapons, allowing you to channel arcane energy through them.

Once every long rest, you engrave arcane sigils into a weapon, allowing you to use it as a spellcasting focus for your spells. The sigils disappear from the weapon if you later carve them on a different one, otherwise lasting indefinitely.

When you cast a cantrip through the engraved weapon that involves an attack roll, you can make a single melee or ranged attack simultaneously.

 

Advanced Mechanics

9th-level Alchemist feature

Through many redesigns, you've learned to make your improvised devices more reliable and efficient.

The minimum result on the roll for determining the build quality of your gadgets is Standard and you can choose to skip the arcana check when activating a gadget a number of times equal to your Intelligence modifier per long rest.

Effortless Engineering

15th-level Alchemist feature

You've perfected the design of your devices to the point where they reliably function without fail.

Your devices always have a superior build quality and you no longer roll an Arcana check when activating them.

You are able to create [roll]1d4[/roll] more gadgets per short rest.

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