Base Class: Artificer
The toys of children are wondrous things, filling hearts and imaginations with joy and wonder. But when a beloved toymaker must protect those he crafts such things for, what is he to do? What skills is he to turn to? As it turns out, the skills of a toymaker are not to be underestimated, as those that face them and their wooden armies soon learn.
Natural Craftsman
You gain proficiency with Woodcarver's Tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. You can also speak, read and write Druidic.
Toymaker Spells
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. In addition, you always have the Mending cantrip prepared, and it doesn't count against your known spells.
Toymaker Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Toy Soldiers
At 3rd level, you can imbue the wooden toys you craft with limited intelligence and independence, acting as friends, scouts and allies. Over the course of 1 hour, you can craft a number of toy soldiers equal to your proficiency bonus out of wood. They can take any appearance you wish, but their capabilities will remain the same. They will remain functional for 12 hours, after which they will cease being magical. In combat, they follow your verbal commands and have their own initiative. If they are not given direction, they will do their best to defend themselves, or attempt to entertain the closest nonhostile creature if they are not in danger. Once you create these soldiers, you cannot create more until you complete a long rest.
Tiny Construct, Unaligned
Armor Class 13 + Intelligence Modifier
Hit Points 10 + 4 times your Artificer level
Speed 30 ft., climb 30 ft., swim 20 ft. (float)
Roll Initiative! +3 + Intelligence Modifier
Saving Throws Dex +3 plus PB, Con plus PB
Skills Performance +3 plus PB x 2, Stealth +3 plus PB, Perception plus PB
Damage Vulnerabilities Fire
Damage Resistances Cold, Necrotic
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft., Passive Perception 10 + PB
Languages understands and speaks the same languages as you
Challenge — Proficiency Bonus (PB) equals your bonus
Constructed Nature. the toy soldier does not need to eat, drink, or breathe.
Watchful Protector. the toy soldier does not need to sleep, and magic cannot put it to sleep.
False Appearance. While the toy soldier remains motionless, it is indistinguishable from a normal children's toy.
buoyant. the toy soldier cannot sink or dive naturally, floating on water instead.
Magical Wonder. the damage the toy soldier deals is considered magical for the purpose of overcoming damage resistances and immunities to nonmagical weapons.
Actions
Jab. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d4 + PB bludgeoning/piercing/slashing damage (toy soldier's choice).
Splinters. Melee Weapon Attack: If the Toy Soldier is destroyed or chooses to explode, all hostile creatures within 5 feet of it must make a Dexterity saving throw (against your spell save DC) or take 4d4 piercing damage.
Little Helpers
At 5th level, your toy soldiers can help you and others around the workshop or on the battlefield. When you or an ally within 5 feet of a toy soldier makes an ability check or saving throw, they can add 1d4 to the roll.
Additionally, when you cast Enlarge/Reduce on one of your toy soldiers, it does not require Concentration.
Carousel Comrade
At 9th level, you learn to summon a beast of wood to entertain and eviscerate. You learn the Find Steed spell, and can cast it once per long rest using a spell slot. It does not count against your number of spells known. When summoning a steed in this way, they have several differences to a normal beast:
- Their creature type is considered Construct, instead of Fey, Fiend or Celestial.
- They do not require air, food or water.
- They gain a swimming speed of 20 feet if they do not have one already. They cannot sink or dive naturally, only float.
- They are vulnerable to fire damage.
- They are resistant to cold and necrotic damage, and immune to poison and psychic damage.
- They are also immune to the Charmed, Exhaustion, Frightened, Paralyzed, Petrified and Poisoned conditions.
- Their attacks are considered magical for the purposes of bypassing resistance and immunity to nonmagical attacks.
- When you cast Enlarge/Reduce on your steed, it does not require Concentration.
King of knickknacks
At 15th level, your control over the toys you build has reached extraordinary levels, granting you the following benefits:
- You gain twice proficiency with Woodcarver's Tools, if you don't have it already.
- You can telepathically communicate with your toy soldiers and your steed while they are on the same plane as you.
- You share their toughness, granting you resistance to cold and necrotic damage, and immunity to poison and psychic damage.
- You are immune to the Paralyzed, Petrified and Poisoned conditions.
- Your toy soldiers and steed are no longer vulnerable to fire damage.
- You and allies within 5 feet of your steed gain a bonus to their AC equal to your Intelligence modifier (minimum of 1).
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Posted Sep 5, 2023That's awesome! How did it go?
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Posted Jun 22, 2023This is amazing and I'm using it for a Pied Piper-esque boss.