Base Class: Artificer
Youve grown up with a nack for making new things and are always tinkering and making something new.
Tool Proficiency
3rd-level Tinkerer 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.
Tinkerer Spells
3rd-level Tinkerer feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Tinkerer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Tinkerer Spells
| Artificer Level | Spell |
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3rd |
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5th |
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9th |
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13th |
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17th |
Intuitive
3rd-level Tinkerer feature
Your combat training and your experiments with magic have paid off in two ways:
- You gain proficiency with martial weapons.
- 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.
Tinker Points
You gain a number of Tinkering Points equal to your artificer level + double your proficiency bonus.
Tinkering
You can use an action to create or enhance a device. Each action has a different Tinker Point cost:
Flash Bang: (1 Tinker Point) You craft a device that explodes in a flash of light. You can throw the device to a range of 30 feet. At the point of impact, all creatures within a 10-foot radius must succeed on a Dexterity saving throw or be blinded until the start of your next turn.
Mechanical Shield: (2 Tinker Points) You craft a magical shield that hovers around you, offering protection for 1 hour. If you aren’t wielding a shield, your AC is increased by your intelligence modifier. At 5th level, you can craft more animated shields (each subsequent shield adds +1 to AC). You can also modify a regular shield with the ability to hover around one creature you choose by spending 2 tinker points on it, granting the same benefits
Explosive: (1 Tinker Point)
You, During a long rest, craft a simple explosive. With at least 3 lbs of metal, Tinkerers can create a small handheld explosive, which has a range of 60 feet. Creatures within a 5 foot radius of the small explosion must make a Dexterity saving throw against your tinker save DC or take 2d8 fire damage and 1d8 piercing damage from the shrapnel on a failed save or half as much on a successful one.
Lesser Explosive: (1 Tinker Point)
You hastily cobble together an explosive with an action. As a bonus action, you hurl this explosive against a point within 30 feet, causing damage equal to 1d6 fire damage on a failed Dexterity saving throw. If you don’t throw the explosive, it will explode at the end of your turn.
Weapon Tinkering: (2 Tinker Points)
You must succeed on an Intelligence saving throw DC equal to 12. On a successful save you can add 2d8 force damage to your next attack. On a failed save your next attack does 1d4 less damage. (Max 1 per weapon).
Weapon Crafting: (2-6 Tinker Points)
During combat, you can use your bonus action to make a minor weapon. You may also use an action and a bonus action to make a major weapon. You may also consume your reaction instead to make a Tinkerer's Knife.
Tinkerer's Knife. (2 Tinker Points) (Minor) A Tinkerer's blade is a small, 2-inch blade that deals 1d4 + Int Modifier piercing damage. Additionally, this can be attached to the front of the Tinkerer's rifle as bonus damage.
Tinkerer's Dagger. (3 Tinker Points) (Minor) A Tinkerer's Dagger is an ordinary dagger that is 5 inches in length and deals 2d4 + Int Modifier piercing damage. Additionally, this can be thrown up to 20ft and has the versatile property.
Tinkerer's Revolver. (4 Tinker Points.) (Minor) A Tinkerer's Revolver is a six-shot non-magical revolver. See the Eldritch Revolver for weapon stats.
Tinkerer's Blade. (5 Tinker Points) (Major) A Tinkerer's Blade is a 2 1/2 ft blade. Add your Intelligence Modifier and your proficiency bonus to this weapons attack. this weapon deals 2d6 + Intelligence modifier. Additionally, a second Tinkerer's Blade can be crafted and attached to the lower half. For this weapon use the Double-Bladed Scimitar Stats.
Tinkerer's Rifle. (6 Tinker Points) (Major) A Tinkerer's Rifle is a 2 1/2 ft barreled, sharpshooters rifle. Add your Intelligence Modifier and your proficiency bonus to this weapons attack. This weapon deals 1d12 + Your intelligence modifiers damage. Additionally, A Tinkerer's Knife may be attached to the front as a bayonet. This weapon has a range of 120ft.
All minor made by Tinkerer's Weapon Crafting will break after one action. They may be repaired as a bonus action.
All Major weapons made by Tinkerer's Weapon Crafting will break after six actions. They may be repaired as a bonus action.
Extra Attack
5th-level Tinkerer feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Tinkerer's Spark
9th-level Tinkerer feature
You've learned new ways to channel arcane energy to harm or heal. When you hit a target with a magic weapon attack, 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 Tinkering
15th-level Tinkerer featured
Your Arcane Jolt and your Tinkering become more powerful:
- The extra damage and the healing of your Tinkerer's Spark both increase to 4d6.
- While Tinkering, anything that uses 2 Tinker points or less now requires no Tinker Points.
- Weapon Tinkering damage increases to 4d8.
Additionally, these weapons are added to your Tinkerer's Weapon (Epic weapons cost your action, bonus action, and your reaction):
Tinkerer's Ballista. (15 Tinker Points) (Epic) The Tinkerer's Canon is a large ballista that deals 2d12 force damage on hit. 240ft range
Tinkerer's Flamethrower. (15 Tinker Points) (Epic) The Tinkerer's Flame Thrower is a very large weapon. When attacking, all creatures in a 10ft cone must make a dexterity saving throw equal to 10 + your spellcasting modifier. On a failed throw they take 3d10 + your spellcasting modifier, fire damage. Of a successful save they take half as much damage.
Tinkerer's Shield. (13 Tinker Points) (Epic) Tinkerer's Shield is a magical shield that has 5 hitpoints. The wearer gains +3 to their AC and they become magically bound to a target willing creature (Armor Bond).
Armor Bond. When you or the target creature take damage you may choose to share the damage. The damage can be shared by any amount up to 1/2 of the total damage dealt. You may also choose to delegate some of the damage to the shield. If the shield reaches 0 hitpoints it breaks.
Epic weapons will not break after any use and instead dispel after one hour or if they are destroyed. Only one Epic weapon can be made at a time.
Previous Versions
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4/26/2022 5:33:35 PM
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Coming Soon
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