Base Class: Artificer
An inventor builds improvised weapons to gain an advantage in combat. These weapons last for only one or two attacks before they break and typically work only for the inventor, but they might be surprisingly effective in the meantime. The weapons don’t have to be lethal—often one serves its purpose if it distracts, scares, or confuses a creature long enough for the inventor to kill that foe.
Weapon Invention
As an action, you use one of the following options; you can use each one no more than once per day:
- Acid. You hurl a flask of acid. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 7 (2d6)acid damage.
- Alchemist’s Fire. You throw a flask of alchemist’s fire. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 2 (1d4) fire damage at the start of each of the target’s turns. The target can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
- Basket of Centipedes. You throw a small basket into a 5-foot-square space within 20 feet of it. A swarm of insects with 11 hit points emerges from the basket and rolls initiative. At the end of each of the swarm’s turns, there’s a 50 percentchance that the swarm disperses.
- Green Slime Pot. You throw a clay pot full of green slime at the target, and it breaks open on impact. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: The target is covered in slime until a creature uses its action to scrape or wash the slime off. A target covered in the slime takes 5 (1d10) acid damage at the start of each of its turns.
- Rot Grub Pot. You throw a clay pot into a 5-foot-square space within 20 feet of it, and it breaks open on impact. A swarm of rot grubs emerges from the shattered pot and remains a hazard in that square.
- Scorpion on a Stick. You make a melee attack with a scorpion tied to the end of a 5-foot-long pole. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.
- Skunk in a Cage. You release a skunk into an unoccupied space within 5 feet of it. The skunk has a walking speed of 20 feet, AC 10, 1 hit point, and no effective attacks. It rolls initiative and, on its turn, uses its action to spray musk at a random creature within 5 feet of it. The target must succeed on a DC 9 Constitution saving throw, or it retches and is incapacitated for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that doesn’t need to breathe or is immune to poison automatically succeeds on the saving throw. Once the skunk has sprayed its musk, it can’t do so again until it finishes a short or long rest.
- Wasp Nest in a Bag. You throw a small bag into a 5-foot-square space within 20 feet of it. A swarm of insects with 11 hit points emerges from the bag and rolls initiative. At the end of each of the swarm’s turns, there’s a 50 percent chance that the swarm disperses.
Craft, Invent, Repair, Refill, and Fix
At anytime, other then when it isn’t your turn in a fight, you can use gathered materials to refill and repair your inventions for combat. When you refill and repair inventions, it uses up the materials you have. The materials are not used up if refilling and repairing by waiting till the next day. It takes 1 action or 1 minute to repair and refill an invention. Each invention requires different materials:
1. Acid. You need a flask or glass bottle and acid.
2. Alchemist’s Fire. You need a flask or glass bottle and the Alchemist’s Fire fluid.
3. Basket of Centipedes. You need a basket of any type and more than 4 centipedes.
4. Green Slime Pot. You need a clay pot and green slime.
5. Rot Grub Pot. You need a clay pot and more than 4 rot grubs.
6. Scorpion on a Stick. You need a stick longer than 5 feet, rope, and a scorpion.
7. Skunk in a Cage. You need a skunk.
8. Wasp Nest in a Bag. You need a bag and a nest full of wasps.
Inventor Experience
After replenishing an invention, you can use that inventions two times instead of one.
Master Crafter
Instead of using materials and taking time to repair and refill inventions, you do it instantly and without any materials needed and used up.