Artificer
Base Class: Artificer

Become an expert artisan skilled with nearly all types of tools. You are anyone's first choice when anything needs to be fixed. Being an artisan, you're very well versed with hammers and all types of artisan tools to the point you know how to use them in combat. Most artisans have humble beginnings as construction workers or common folk who learned how to use all types of tools in their daily life, but the fiery passion for their work often drives them to become incredible heroes that make the world a much more structurally stable place as they travel the world.

Tool Belt

3rd-level Artisan feature

You're very well versed in the arts, especially construction, to the point you know how to use construction equipment and hammers of all types in combat. So, GO! Bash that bandit's head in with a wooden board you ripped off of the horse-drawn cart that you built.

You gain proficiency with all types of artisan tools as well as proficiency in 1 type of vehicle of your choice.

You gain proficiency with warhammers and improvised weapons in the form of construction equipment and supplies such as saws, crowbars, nails, wooden boards, and bricks.

Rolls with these weapons and with light hammers as well as all checks using any set of tools you're proficient with use your charisma modifier.

If you have a set of artisan's tools, you can spend 1 minute of uninterrupted time reworking the set of tools into something else and permanently change it to a different set of artisan's tools. You can do this an infinite amount of times with an infinite amount of different sets of tools.

Strong Back

3th-level Artisan feature

Making so many constructions requires a lot of materials, and carrying those materials can really do a number to the average person's back, but your back is special. Your back has been honed through the years to be superior to your average back in every conceivable way.

Any materials or supplies used for any activity that uses artisan’s tools now become weightless. All artisan’s tools now weigh 1 pound. Your carrying capacity also increases by 100 pounds due to your technique of lifting with your back.

Extra Attack

5th-level Artisan feature

You can attack twice, instead of once, whenever you take the attack action on your turn.

A Day’s Work

5th-level Artisan feature

You can create constructions in seconds that would take most people or groups days, weeks, or months.

Assuming you have at least half of the required materials within 60 feet of you as well as all of the proper tools on you, you expend one spell slot to create a construction as an action anywhere assuming one of the structure's edges is within 30 feet of you. Your creation can take up the space of a cube with a length, width, and height of 10 feet, plus 5 feet for each spell level higher than 1st, to a maximum of 30 feet. It can take any form and be used as a tool for utility such as a spiral staircase to let you reach new heights, a relaxing lounging area for your party to comfortably take a short rest, a bridge over a dangerous ravine, or a temporary sanctuary that you spawn around you and your party to catch your breath during combat. It can also act as cover, a trap, difficult terrain, a weapon, etc.

The structure has a number of hit points determined by an amount of d10 equal to your Intelligence modifier multiplied by the level spell slot used to create the structure. It doesn’t ever disappear because it's a real, physical creation. If it is reduced to 0 hit points, the structure is destroyed and the materials that were used to create the structure become unusable for future use. If the structure has taken no damage, you can spend 30 minutes to regain all the materials used to create the structure. If the structure isn't at its maximum hit point value you can only regain half of the materials used to create the structure. The mending cantrip can be used on your construction to restore a number of hit points equal to 1d8 + the caster's spellcasting modifier.

Your construction can't be larger than the perimeters defined by the spell level expended to create it, but it doesn't have to take up the maximum amount of space allotted. The length, width, and height don't have to all be the same value, and the structure can be any shape you desire as long as it properly adheres to forces that would naturally affect it. The construction can also have gaps within it where nothing is built. If you create your construction on an area that contains large obstacles such as trees, buildings, large rocks, statues, etc. you are forced to build around the obstacle by leaving a gap within your construction or reserving a section of your building area for the obstacle. If you create your structure over difficult terrain the area becomes normal terrain regardless of whether the difficulty was due to magic or not; however, difficult terrain can be created in or over your construction through magic or natural causes such as flooding or plant growth over time.

Muse’s Blessing

9th-level Artisan feature

Over a short rest, you can create a miniature figurine as a representation of an aspect of a creature's traits. As a bonus action, you can destroy a miniature to give a party member one of the following benefits for 10 minutes based on the type of miniature figurine you made:

  • A Weapon Miniature: Strength modifier increases by 2
  • A Winged Shoe Miniature: Dexterity modifier increases by 2
  • A Heart Miniature: Constitution modifier increases by 2 and the player's maximum hit point value temporarily increases by an amount equal to twice their player level
  • A Scroll Miniature: Intelligence modifier increases by 2
  • An Owl Miniature: Wisdom modifier increases by 2
  • A Mask Miniature: Charisma modifier increases by 2

You can only use one miniature figurine per long rest until you reach the 11th and 16th level in Artificer where you increase the maximum amount you can use by 1 each time.

Magical Machinery

15th-level Artisan feature

Working with so many tools and so many supplies can be tiring. Sometimes you could really use an extra hand.

You learn the Mage Hand cantrip. The hand takes the form of a semitransparent, large, work glove with nothing inside. The spectral hand can easily carry 1000 pounds and has a range of 60 feet. The hand can only interact with objects, but it can very much affect creatures by interacting with objects.

As a bonus action, you can summon the hand anywhere within range and use it to interact with an object. The hand can make athletics checks to push, lift, shove, drag, crush, etc. an object and has a +10 to any athletics roll. You can similarly dismiss the hand or resummon it in a different spot within range as a bonus action. If the hand is interacting with an object when you dismiss it the object is affected. For example, if you were to lift an anvil and then dismiss the mage hand, the anvil would fall to the ground, and if you were to prevent a boulder from rolling down a slope by holding it in place with the hand only to resummon it somewhere else the boulder would begin to tumble down.

If you create a structure using "A Day's Work," you can use your mage hand to move the structure 10 feet in any direction — regardless of weight — as a bonus action. Any creatures within your creation are moved along with the structure. If the structure rams into a creature when you move it with the spectral hand, the creature is moved with the structure, and it must make a Dexterity saving throw of 18 or higher or take 3d8 bludgeoning damage and be knocked prone. Alternatively, if a creature is crushed between your structure and another surface both your structure and the creature automatically take 5d8 bludgeoning damage, and the creature is forced to break through your creation before being knocked prone.

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