Base Class: Artificer
You are very familiar with high explosives and blowing things up with reckless abandon and you are quite skilled in the art of rapid creation; so much so, that you always come prepared with a Bandoleer filled with whatever you may need to cause a bit of mayhem. From amounts of scrap metal, to explosive powders, fuses, oils, to wooden chips, springs, clockwork gears, cloth bits, and other things that are similarly scraps, your bandoleer is filled with all sorts of garbage that you know is capable of dealing some damage, if you make it so. Your use of such devices is your specialty and you can make anyone hurt with your creations, plus you benefit from whatever may happen in the aftermath especially if there's leftovers.
Tool Proficiency
You gain proficiency with one artisans tool of your choice. You also gain proficiency in the investigation skill.
You also gain a special list of spells that are auto prepared for you, without them counting against the number of spells that you can prepare each day: 1st LvL Hail of thorns, Thunderous Smite. 2nd LvL Pyrotechnics, Flame Blade. 3rd LvL Lightning Arrow, Slow. 4th Sickening Radiance, Summon Construct. 5th LvL Transmute Rock, Wall Of Light.
Tinkerers Bandoleer
You have learned the most basic of magical creations and combined them all together in a hodgepodge with your Tinkerers Bandoleer.
The Tinkerers Bandoleer is a single custom made bandoleer that contains many random components that are used for the Minor and Major Creation abilities that you gain at later levels in this Subclass.
The Tinkerers Bandoleer contains a number of charges equal to your level in Artificer, of a material called Munition Packs that you use to make your Minor and Major Creations. You can also expend a single Munition pack as a bonus action to heal a creature of your choice within 5 ft of you, a number of hit points equal to your proficiency bonus.
Charges of Munition Packs are regained whenever you take a long rest or you can attempt to regain [roll]1d4[/roll] number of charges if you loot something like a creatures body, a chest, a desk, a pile of loose scraps, or a thing of those sorts that may hold useful materials. The DM will tell you whether or not you could find any, they may ask you to roll an investigation check to find some.
When you choose to take this Subclass, from that point onward while you have your Tinkerers Bandoleer on you; you gain access to four custom cantrip-like abilities called: Trap, Fuse, Bang, and Gleam.You can use these abilities at will. You can use one of these abilities as an attack or as a bonus action only once per your turn, no matter how many attacks and/or bonus actions you have.
Trap: You pick an unoccupied 5 ft space on the ground within 10 ft of you to deploy a magical trap, the trap fills the ground space within the area. The trap activates when a hostile creature enters into its space forcing them to take [roll]1d4[/roll] piercing damage and the creature's speed is reduced by 5 ft until the end of their turn. The trap lasts until the end of your next turn after deploying it.
Fuse: You force a creature you can see within 15 ft of you to attach a magical burning fuse to them. Unless the creature uses their action or bonus action to remove the fuse, they take [roll]1d8[/roll] fire damage at the end of their next turn, as the fuse finishes burning.
Bang: You fling an improvised resonator at a space within 20 ft of you, the resonator explodes in the center of the targeted space, forcing a creature within this space to become deafened until the beginning of their next turn and for them to take [roll]1d6[/roll] thunder damage. (The bang can be heard from up to 30 ft away)
Gleam: You cause a bright flash of light to appear in front of a creature of your choice you can see within 25 ft of you to take [roll]1d4[/roll] radiant damage and for them to have disadvantage on the the next attack roll they make or until the start of their next turn or until they take damage.
When you reach level 10 in this class, you roll an additional damage die for each of the abilities. Total die amount for each ability (Trap=2d4,Fuse=2d8,Bang=2d6,Gleam=2d4). The amount of health you can heal via expending a Munition Pack increases by 1 per magical item you are attuned to.
Minor Creations
You learn how to use the Munition Packs within your Tinkerers Bandoleer to make some Minor Creations.
A Munition Pack is made up of small amounts of scrap metal, explosive powders, fuses, oil, wooden chips, springs, clockwork gears, cloth bits, and other things that are similarly scraps.
You can use 1 Munition Pack as a bonus action to make one random Minor Creation, or you can use 3 Munition Packs as an action to make one Minor Creation of your choice.
Using Munition Packs to make a Minor Creation destroys the materials used for it after the Minor Creation is destroyed.
You can have up to 5 Minor Creations created at once but if you create another creation when you have the max of 5 already made, the oldest one breaks apart and is destroyed without triggering any additional effects it may do. Each Minor Creation has the ability to be destroyed by outside forces; (a.k.a) all Minor Creations have an AC of 9 + your Proficiency bonus, they have a number of hit points equal to half your total Artificer level, the creations use your spell save dc for the save dc's they impose and you use your spell attack roll modifier for the attack rolls you might make with them, they are resistant to all types of damage except for magical bludgeoning, piercing, and slashing damage, and they're considered objects. Upon being destroyed some of the Minor Creations will activate their particular effects then be destroyed rather than just being destroyed and doing nothing.
When you attempt to make a Minor Creation as a bonus action you roll a [roll]1d10[/roll] to determine what Minor creation you make, the numbers roll-able on the d10 correspond to the Minor Creations listed below. You can also roll this d10 when using your action to make a Minor Creation. When a Minor Creation is made it can exist for one minute before it falls apart due to their lacking sustainability, certain Minor Creations may have an extended duration which is listed in their Minor Creation descriptions.
1. Flash Bang: A rough tube shaped object that produces a bright flash when blown up. You as an attack or a bonus action hurl the Flash Bang to a point on the ground within 30 ft of you, it explodes during the next round, you roll a [roll]1d20[/roll] and what you roll on it is when the Flash Bang explodes in initiative order or when it's destroyed. When exploding all creatures within 5 ft of the Flash Bang are forced to make a CON saving throw or be blinded and deafened until the end of their next turn.
2. Tripwire: You set a long invisible wire within 30 ft of you as a bonus action. This wire is in a 15 ft long 5 ft wide area within range and activates when a creature of your choice enters the space in which the Tripwire resides forcing the creature that activated it to make a DEX saving throw or be knocked prone as the wire wraps itself around the creature. You are mentally notified when the Trip wire activates, as long as you're within 150 ft of it when it goes off. The Trip wire is destroyed after it attempts to knock a creature prone, or after one hour if not activated.
3. Cluster Bomb: You make an unpredictable explosive device and fling it as an action at creature within 45 ft of you, you make a ranged spell attack roll against them. On a hit the Cluster bomb explodes in one of two patterns, a vertical/horizontal cross of two 15 ft long and 5ft wide lines that intersect in the middle like a + or a diagonal cross that is 5, 5 ft cubes that are positioned diagonally from each other like an X. You roll a dice to determine the Area of Effect shape that the cluster bomb uses, evens is the + like shape and odds is the X like shape. Creatures within the area of the effect of the Cluster Bomb when it goes off are forced to make a DEX saving throw or take [roll]2d6[/roll] piercing damage and half as much on a successful save. The Cluster Bomb is destroyed as apart of it exploding. If you miss on the attack roll the Cluster bomb remains intact, and it it lies within a space within 5ft of the target of the attack.
4. Spot Light: You set a lantern up to 10ft off the ground in the air within 5 ft of you as a bonus action, where it stays for its duration before destroying itself. When used the spot light targets one creature of your choice that you can see within 30 ft of it to be illuminated in a bright light. When a creature is illuminated it either has its AC lowered by 1 or raised by 1 (your choice) for the duration of the Spot Light or until its destroyed; If the creature leaves the 30 ft area of effect of the Spot Light it loses the AC buff/debuff. You can target a new creature to receive the buff/debuff at the start of your turn (no action required).
5. Prox Mine: You create a flat disc of explosives and use your bonus action to place it in an unoccupied space within 15 ft of you where it lasts for 10 minutes or until it explodes. When a Creature enters a space within 5ft of the Prox Mine, it springs into air and explodes forcing all creatures within 5 ft of it to make a DEX saving throw or take [roll]4d4[/roll] piercing damage and half as much on a successful save, a creature that is prone within the blast radius of the Prox Mine when it goes off has advantage on the DEX saving throw. The Prox Mine explodes causing the save to be forced and the damage to be taken if it's destroyed before going off.
6. Lamp Light: You produce a spherical light source that you can hold in your hand and activate it as a bonus action, that shines with 30ft of bright light and which lasts for 5 minutes or until it's destroyed. While a creature has the Lamp Light in their hand that can dim the light on their turn with no action required or they can hurl it at something as a 30ft ranged spell attack[roll]1d20[/roll]. When doing so this attack it uses your spell attack modifier; upon hitting something with the Lamp Light it takes [roll]1d10[/roll] + your spell casting modifier, radiant damage before the Lamp Light rolls 15 ft on the ground back towards you. After hitting something with the ranged spell attack from the Lamp Light, the radius of light that it produces is reduced by 5 ft, if the Lamp Light ever produces no light it is destroyed.
7. Shaped Charge: You craft together a cone-like explosive device. You can as a bonus action or an action to set this shaped charge against a surface or object that isn't being worn or carried within 5 ft of you, which blows up if it's destroyed. When the Shaped Charge blows up it deals [roll]4d6[/roll] thunder to the object or surface it's attached to. The shaped charge also damages creatures within 5 ft of it when it explodes but it only does [roll]3d4[/roll] thunder damage. Shaped Charges are considered siege weapons.
8. Gas Grenade: You fill an old flask with a horrid liquid and fling it as an attack up to 45 ft to a point within range. When the Gas Grenade impacts it releases a horrible Gas in a 5ft radius around it and is then destroyed, any creature within this radius when the grenade detonates is forced to make a CON saving throw or take [roll]1d8[/roll] poison damage and be poisoned until the end of their next turn.
9. Bear Trap: You forge a bear trap and lob it to a 5ft unoccupied space within 20 ft of you as a bonus action. As the trap lays there menacingly, the next creature that enters the space triggers the trap and is forced to make a STR saving throw or take [roll]2d4[/roll] slashing damage and become grappled until they remove the trap from them. While the trap is attached to a creature they can attempt to remove it as a bonus action with a STR Check vs. your spell save dc, removing the trap on a success and taking 2d4 slashing damage. Also while the Bear trap is attached the creature takes 1 point of slashing damage for every 5 ft they willingly move. Upon the trap being removed or it failing to attach itself to the creature that triggers it, it is destroyed.
10. Flame Tack: You whip some flaming goop at a creature that is within 25 ft of you as an attack, making a spell attack for it. A creature hit with the Flame Tack takes [roll]1d6[/roll] fire damage and is set on fire for [roll]1d4[/roll] +1 number of rounds. While on fire the creature takes [roll]1d6[/roll] fire damage at the end of each of their turn, a creature can remove the flame tack as an action. The Flame Tack is destroyed in the process of being light on fire.
Major Creations
You have learned to make even bigger and better contraptions.You have six different Major Creations that you are able to make: Wearable Spines, Fire Bird, Makeshift Teleporter, Deploy-able Defense, Recycler, and Colossal Killer.
You gain the ability to make the Major Creations whenever you take a long rest, you choose one of the six Major Creation options listed to make at the end of the long rest. The chosen Major Creation lasts until it is destroyed, or until you use this feature again. You can attempt to repair a destroyed Major Creation by spending one minute and 6 Munition Packs to make a dc 25 Tinkers tools check, successfully repairing the creation restores it to one hit point otherwise it's broken until you take a long rest to make a new Major Creation. To heal a Major Creation as long as it's not broken, you can as an action to expend up to 5 Munition Packs to heal it 1d8 hp per Munition Pack expended.
Your Major Creations are considered objects; they have an AC of 14 + your spell casting modifier, they have a hit points maximum equal to your total Artificer level times three, they have resistance to all damage except for thunder damage, they use your spell modifiers for any save DC’s, check DC’s and any attack rolls made, they all have more in depth stat blocks for what they do listed further below. These Major Creations are considered magical for the purpose of overcoming resistance to non-magical weapon damage.
Wearable Spines: You create a set of Wearable spines that are bound to each other via cloth, the set of Spines can be attached to a set of armor, a melee weapon, a shield, (as an action) or just deployed on the ground(also an action). When the set of Spines are attached to a set of armor, a melee weapon, or a shield, they can be detached using an action; but when deployed on the ground it takes a minute to pick them back up. Wearable Spines are vulnerable to acid damage.
While the Spines are attached to a set armor it increases they wearers AC by 1 and whenever the wearer is hit by a melee attack, the attacker takes 1d8 slashing damage as the Spines tear through them, also whenever the wearer of the Spiny armor is considered grappled by a creature they can deal 1d8 slashing damage at the start of their turn to the creature holding them in the grapple. The wearer can also deal 1d8 slashing damage at the start of their turn to one creature of their choice that they have grappled. When the wearer of the Spiny armor takes either bludgeoning or slashing damage the Spines are damaged as well.
While the Spines are attached to a melee weapon the weapon's damage is considered magical and the weapon deals an extra 1d8 slashing damage with its melee attacks. You also gain the ability to use this spiny weapon to attempt to Imbed it in a creature. As a bonus action after hitting a creature with a melee attack using the Spiny weapon, you make a STR(athletics) check against the creature you hit, they can make in contest a STR(athletics) or DEX(acrobatics) check. If you succeed on the check the target you beat is grappled by you as the weapon is embedded in them. You can’t use the weapon while it’s embedded in a creature, but you can use an action to rip the spiny weapon out of the creature forcing them to make a CON saving throw or take 4d8 slashing damage and half as much on a successful save, the grapple ends after you force the creature to make the CON save. The creature that has the Spiny weapon embedded in them can use their own action to make a STR check against the save DC, if they succeed on the check they remove the weapon from them ending the grapple and they take no damage from the removal.
While the Spines are attached to a shield you gain the ability to use it as a thrown weapon. You can hurl the Spiny shield as a bonus action at a creature within 30 ft of you making a thrown weapon attack with a to hit bonus of 1 + all AC bonuses you get while wielding a shield. On a hit with this attack it deals 1d6 bludgeoning damage and 1d6 slashing damage + the intelligence modifier of the artificer who made the Spines. You also deal 1d6 slashing and 1d6 bludgeoning damage to a creature whenever you succeed at shoving them.
You can while the Spines are in your grasp and not attached to something, throw them onto the ground in 10 ft circle around you, while the Spines are on the ground, the area they’re in is considered difficult terrain and any creature that moves through the area takes 1d4 slashing damage for every 5ft they move.
FireBird: You make a magic imbued FireBIrd construct that resembles a small metallic eagle with vibrant red feathers, charred talons and a beak made of pure fire. This is a creature that is considered a construct and is under your total command, it can be activated by you as a bonus action bringing it to life. While activated the FireBird has its own initiative, but you can tell it what to do in terms of what actions and bonus actions it takes with no action required from you, it stays activated until destroyed or until you. The FireBird has a fly speed of 40 ft and walking speed of 10 ft, the FireBird has the creature size of small, ability scores of (6 STR, 18 DEX, 15 CON, 12 WIS, 8 INT, and 3 CHR), the FireBird is proficient in DEX saves (it uses your proficiency bonus), the FireBird is immune to fire damage and the FireBird is immune to being charmed, frightened, possessed, poisoned. The FireBird is vulnerable to cold damage.
The FireBird can on its turn take your choice of one of three special actions: Flame Belch, Ember of Tempering or Sweeping Talons; (or the FireBird can take the Claw Attack action) it can also take its choice of one of three special bonus actions: Pivot, Headstrong or Steadfast. After using one of the special actions or bonus actions listed, the FireBIrd can’t use that same action/bonus action on its next turn.
Special Actions:
Flame Belch: The FireBird belches a 15 ft long line of flame, forcing all creatures within the line to make a DEX saving throw against your spell save DC or take 3d6 fire damage on a failed save and half as much on a successful save.
Sweeping Talons: The Firebird makes a melee attack against a creature of your choice within 5 ft of it using your spell attack modifier to hit, this attack deals 1d8 fire damage and 1d4 slashing damage when hit by it. The Sweeping Talons attack deals 1d8 extra fire damage and 1d4 extra slashing damage if the FireBird moves 15 ft in a straight line towards the creature hit before making the attack.
Ember of Tempering: The FireBird grants 1d10 temporary hit points to one creature of your choice other than itself that is within 15ft of it.
Special Bonus Actions:
Pivot: Using this bonus action grants the FireBird a bonus to its AC until the Start of its next turn equal to your proficiency bonus.
Headstrong: Using this bonus action grants the FireBird a bonus to all of its saving throws until the start of its next turn equal to your proficiency bonus.
Steadfast: Using this bonus action grants the FireBird a bonus to all attack rolls and all attack damage rolls it makes until the start of its next turn equal to your proficiency bonus.
Claw Attack: (considered a non-special action)
As an action the FireBird makes two 5ft reach claw attacks with a +4 to hit (DEX Based), that deal 1d4 slashing damage each.
Makeshift Teleporter: You make two Spheres of different colors, one bright orange and the other a light blue. You can on your turn use your action to activate and place one of these Spheres in 5ft unoccupied space within 5 ft of you, when you do so the chosen Sphere suspends itself five feet off the ground where you had placed it and begins to glow vibrantly. While one Sphere is active, activating the other Sphere creates a 5ft by 5ft Gateway between the two Spheres that takes up the space where the Sphere resides and it can be traversed, a creature standing within 5 ft of one of Spheres can use 5 ft of movement to step through the Gateway and appears within 5ft of the other Sphere. In order to activate a second sphere it has to be within 1,000 ft of the first sphere. The Spheres can be deactivated by the creator of them with just an action, but any other creature has to make a dc 25 INT (arcana) check or a dc 20 (tinkers tools) check as an action in order to deactivate the Spheres. While active the Gateway that exists between the two Spheres can be seen through and attacks, spells and objects can pass through it unimpeded. The Gateway is round like a sphere, and when looking through the Gateway you can see only what you would be able to see if you were in the Gateways exit and where looking in the same direction as you are when looking into the Gateway.
If one of the Spheres is destroyed but the other one remains, repairing the destroyed Sphere takes half the time and half the resources. A creature or object that is within the Spheres space when activates or deactivates is pushed 5ft to the nearest unoccupied space. The spheres that make up the Makeshift Telaporter are vulnerable to force damage.
Deploy-able Defense: You created six expanding sheets of metal that you can deploy as cover, this Major Creation is (when not deployed) a set of small sheets that are 1 inch by 1 inch and 1 centimeter thick that expand into their larger versions when deployed. When deployed, a Deploy-able Defense sheet is 5ft wide by 5ft tall and one inch thick. When holding an undeployed Defense sheet, you can place it on the ground as a bonus action causing it to expand into its larger form (they must be placed on a face of the 5ft cubic space you are currently in).The Deploy-able Defense sheets have a special amount of hit points given to all of the sheets, each individual sheet has a number of hit points equal to your total artificer level rather than the three times your artificer level number of hp that the other Major Creations have.
When an ally is within 5ft of a Deploy-able Defense sheet, they can use their bonus action to hunker behind it granting themselves a bonus to their AC and to their ranged attack rolls equal to half your proficiency bonus, for as long as they stay within 5 ft of the sheet. You, the creator of the sheets can also use them too hunker, but you can also use them to grant yourself increased accuracy. When you are within 5ft of a Deploy-able Defense sheet you can use your reaction on your turn to grant yourself advantage on all ranged weapon attacks you make until the end of your current turn. While a creature is hunkered near a Deploy-able Defense sheet their movement speed is halved.
Deploy-able Defense unlike other Major Creations use smith’s tools to repair them rather than tinkers tools and they are vulnerable to thunder damage.
Recycler: You’ve formed a cube that can recycle raw materials into intriguing things, it has six faces four of which have nothing on them, one of them has shredders like a mouth that can chew through most things and the last face is a deep black hole where things pop out of. While this 1 ft by 1 ft metallic cube is in your possession you can use an action to recycle 1, 3, or 5 lbs of raw inorganic non magical materials (that are at least worth 20 gold per pound) into the cube, when you put in 1lb of material you roll a single d6, putting in 3 lbs of material allows you to roll a second d6 and choose which roll to use, putting in 5 lbs of material allows you to choose the outcome that occurs without needing to roll. After rolling the Recycler deposits something into the holder of the Recycler, on rolling a 1 on the d6 the Recycler deposits a first level spell slot into the holder allowing them to regain a first level spell slot that they have used up (this cannot give you more spell slots than the max of them you have), rolling a 2 on the d6 causes the cube to vibrate violently and for a short sword to fire out of the exit hole with a chance it hit something and if the sword hits something the something takes 2d6 slashing damage, then the short sword breaks, rolling a 3 on the d6 causes the Recycler to spit out 1d3 Packs of Munitions, rolling a 4 on the d6 makes a puff mystical smoke come out and the smoke enters the holder of the Recycler causing them to gain 10 temporary hit points, rolling a 5 on the d6 causes the Recycler cube to spin rapidly and then break in a flash of golden light healing all creature within 10 ft of it 2d6 hit points (after the Recycler breaks from rolling a 5, the Recycler can’t be repaired.), rolling a 6 on the d6 causes the Recycler Cube and its holder to disappear and reappear in an unoccupied space of your choice within 50 ft of you.
When the Recycler is in the creator of the Recycler’s hands the can cause it to destroy itself with no action required, when destroyed in this way the creator regains a number of hp equal to half the remaining hp of the Recycler.
Colossal Killer: You have shaped a massive firearm that hits like a horse. This firearm resembles a large two barreled shotgun with gold engravings of many different large beasts, which span the length of the barrels, the break action of the barrels allow for the weapon to be easily loaded if the weapon itself and its rounds weren’t so damn cumbersome. Being able to pack that much of a punch causes this weapon to break quite easily if not properly cared for. This weapon has the following properties: two-handed, reload(2), misfire(5), heavy, ammunition(Munition Packs), range 45/90 ft. And with the special properties of: Pierce, Knockback, Heft, Kickback, Makeshift Round, Vulture
This weapon uses your Muniton Packs for ammo, costing one Munition Pack per shot fired. This weapon uses the creator of the Colossal Killer’s spell attack modifier for its to hit modifier and it deals 6d4 piercing damage on a hit.
Pierce: When you fire this weapon at a creature it can pierce and hit a creature 5ft behind them, if there is a creature directly 5 ft behind the one you targeted with the attack, the attack targets that one as well, you roll only one attack roll for both creatures and if the attack roll you rolled would hit both of the creatures ac then hits both of them and they both take damage but if it misses the first creature it misses the second one.
Knockback: When a creature is hit with a ranged attack from this weapon while they’re within the close range distance of this weapon(45 ft), they are pushed 10ft directly away from you if they are of a size of medium or smaller.
Heft: When you hit a creature that is the size large or larger with a ranged attack from this weapon, they take an additional 2d4 piercing damage.
Kickback: Whenever you attack with this weapon you are pushed 10 ft directly away from the target of the attack, unless you are a size of large or larger.
Makeshift Rounds: when you reload this weapon you can expend 4 Munition Packs to load 2 extra damaging rounds. These rounds do 4d4 extra piercing damage and the misfire score for these shots is raised by three.
Vulture: When a creature is killed with this weapon, they drop 1d3 Munition packs worth of material in their space. You can pick up these Munition Packs when near them with an object interaction.
When this weapon misfires, both you and the Colossal Killer take 1d12 bludgeoning damage and the weapons misfire score raises by one until the weapon is broken entirely or until it's restored to full hp via repairing it.
Bombardment
When you reach level 15 in this class you gain a second bonus action that works and can be used the exact same as a normal bonus action.
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