Artificer
Base Class: Artificer

Toymakers use their animation prowess to create small trinkets and toys that can hinder and help creatures based on the artificers command. Some pick this skill up during times of peace and modify it for wartime. Others want a more covert way of hindering their enemies, and build weapons into seemingly harmless children's toys. Whatever the reason, these artificers know how to walk the line of function and style.

Tools of the Trade

3rd level Toymaker features

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

Toymaker Spells

3rd-level Toymaker feature

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

Toymaker Spells
ARTIFICER LEVEL SPELL

3rd

alarm, floating disk

5th

calm emotions, magic mouth

9th

major image, hypnotic pattern

13th

arcane eye, fabricate

17th

animate objects, awaken

Tinker Toys

3rd level Toymaker feature

Whenever you finish a long rest, you can magically create a number of tinker toys equal to your proficiency modifier. You must choose what kind of toys you make at the end of the long rest, picking from the list below. You can use an attack action to deploy a toy. You can then use a bonus action on the same turn and subsequent turns to command a toy to take an action on its stat block.

After the toy is deployed for 1 minute, it falls over harmlessly, allowing you to pick it back up and use it again. If the toy loses all of its hitpoints, it is destroyed and cannot be deployed again.

You can create additional toys by expending a spell slot of 1st level or higher for each toy. A toy takes one action to make this way, and can be deployed using the same action. You choose what type of toy it is when you create it.

Creating a tinker toy requires you to have tinker’s tools on your person.

Tinker Toy Options

  • Toy Soldier
  • Toy Swarm
  • Toy Scorpion
  • Toy Turret
  • Toy Shield
  • Toy Fairy

Tinker toy

Armor Class 10 (natural armor)

Hit Points 1 + your Intelligence modifier + your artificer level (the toy has a number of Hit Dice [d4s] equal to your artificer level)

Speed 30 ft. (Soldier,  Scorpion, and Turret), fly 30 ft. (Fairy and Shield)

STR
(-3)
DEX
15 (+2)
CON
12 (+1)
INT
(−2)
WIS
(-2)
CHA
10 (+0)

Saving Throws Dex +2 plus PB, Con +1 plus PB

Skills Stealth +2 plus PB

Damage Immunities poison

Condition Immunities exhaustion, poisoned

Senses darkvision 30 ft., passive Perception 10 + (PB × 2)

Languages understands the languages you speak

Challenge — 1/2

Limited Animation. A toy stays active for one minute, unless specified otherwise. After 1 minute, the toy powers down, falling to the ground harmlessly. The toy can then be picked up and used again.

Fragile. When the toy reaches 0 hitpoints, it is destroyed, and cannot be used again.

Shield (Toy Shield only). When a toy shield is deployed, you can choose a creature within 30 feet of you for the toy shield to fly to. You must be able to see the creature when you deploy the toy. The toy then protects the creature, granting it 2d6 temporary hitpoints. When these temporary hitpoints are depleted, the toy is destroyed.

Aid (Toy Fairy only). When the toy fairy is deployed, you must choose a creature within 30 feet of you for the toy fairy to fly to. You must be able to see the creature when you deploy the toy. The toy then aids the creature, granting it an extra 1d4 to all attack rolls until the start of your next turn. On subsequent turns, the toy fairy can move to a different creature within 30 ft as part of its action.

Actions

Sword (Toy Soldier: Melee only). Melee Weapon Attack: +2 plus PB to hit, reach 5 ft., 1 target. Hit: 6 (1d8 + 2) piercing damage.

Crossbow (Toy Soldier: Ranged only). Ranged Weapon Attack: +2 plus PB to hit, range 30/60 ft., 1 target. Hit: 5 (1d6 + 2) piercing damage.

Sting (Toy Scorpion only). Melee Weapon Attack: +2 plus PB to hit, reach 5 ft., 1 target. Hit: 2 (1d4) poison damage, and the target is poisoned. While poisoned in this way, the target must subtract 1d4 from all attack rolls until the start of your next turn.

Barrage (Toy Swarm only). Each creature within a 5 ft radius of the toy must make a Dexterity saving throw against the artificer's spell save DC. On a failure, the creature takes 1d6 force damage. The artificer who used the toy is unaffected by Barrage.

Glue Shot (Toy Turret only). The toy targets a creature within 30 ft of it. The target must make a Dexterity saving throw against the artificer's spell save DC. On a failure, the creature’s movement speed is halved until the start of your next turn.

Reaction

Opportunity Attack (Toy Soldier: Melee only). The toy Soldier can make a Sword attack if a creature attempts to move out of its melee range.

Toymaker's Hammer

5th-level Toymaker feature

Your magic flows through your Toymaker’s Hammer, a tool essential to your craft. You can now use your Tinker’s Tools as a weapon. The hammer can grow to the size of a warhammer. The Toymaker’s Hammer’s attacks, as well as attacks from your Toy Soldier, now count as magical for the purpose of overcoming resistance.

In addition, your proficiency with awakening magic grows, letting you command 2 toys with one bonus action.

Toy Empowerment

9th-level Toymaker feature

You have learned how to overcharge the arcane energy in your toys, making them extremely potent for a short time. 

As an action, you can target one toy within 30 feet of you. You can use this feature on the same action you use to deploy the toy you are empowering. That toy becomes empowered for 1 minute, boosting its effects as listed below. You must concentrate on this effect as if you were concentrating on a spell. At the end of the minute or when you lose concentration, the toy reverts to its normal state and powers down, falling to the ground harmlessly.

You can use this feature once per short rest.

Also, your proficiency with awakening magic grows, letting you command 3 toys with one bonus action.

Empower Effects:

Shield (Toy Shield). The temporary hit points granted increases to 4d6.

Aid (Toy Fairy). The bonus increases to 1d6.

Sword and Crossbow (Toy Soldier). Whenever the Toy Soldier hits a creature with an attack, it deals an extra 1d8 force damage.

Barrage (Toy Swarm). The radius of the swarm increases to 10ft, and the damage increases to 2d6 force damage.

Sting (Toy Scorpion). The penalty increases to 1d6.

Glue Shot (Toy Turret). On a failure, the target is restrained until the start of your next turn. On a success, the target’s movement speed is halved until the start of your next turn.

Toy Detonation

15th-level Toymaker feature

You’ve added a failsafe to your tinker toys to make sure they don’t get into the wrong hands. You can use your bonus action to make all of your active tinker toys explode, dealing damage in a 10 foot radius around them. Creatures within this area around any toy must make a Dex save against your spell save DC. On a failure, the creature takes 4d6 force damage, plus 4d6 fire damage. A creature can only be affected by one toy. The toys are destroyed after using this feature.

You can use this feature once per long rest, unless you use a 5th level spell slot to use it again.

In addition, your proficiency with awakening magic grows, letting you command 4 toys with one bonus action.

Previous Versions

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