Base Class: Artificer
Neither the best nor the brightest, the Redneck Artificer is somewhat of an anomaly among their peers. They have no brilliant intellect or intricate tools to speak of, but if they have one thing, it is their resourcefulness. The Redneck Artificer harnesses the power of seemingly mundane items and fuels their ingenuity with cheap beer to accomplish feats that some would consider the stuff of legend. Some.
Redneck Engineering
3rd-level Redneck feature
Starting at 3rd level, you can use any mundane item you are holding as your spellcasting focus.
You can use tools that you are not proficient with. When you do, roll a d20 and see the Redneck Engineering table below to determine the results:
Redneck Engineering Table
|
D20 |
RESULT |
|---|---|
|
1 |
Your effort fails catastrophically, leaving you fatally wounded. You drop to 0hp and are considered dying. |
|
2 |
Your effort fails catastrophically, causing an explosion. You cast fireball centered on yourself. Roll 2d4+1 to determine the spell's level. |
|
3-4 |
Your effort fails and you injure yourself, taking damage of an appropriate type equal to 1d10*your level. |
|
5-6 |
Your effort fails and your tool breaks. |
|
7-8 |
Your effort fails with no adverse side effects |
|
9-10 |
Your effort succeeds, but simultaneously creates a new problem at the DM's discretion. |
|
11-12 |
Your effort succeeds, but you injure yourself, taking damage of an appropriate type equal to 1d10*your level. |
|
13-14 |
Your effort succeeds, but your tool breaks. |
|
15-18 |
Your effort succeeds without any adverse side effects. |
|
19 |
Your effort succeeds spectacularly. You gain advantage on any social checks against any intelligent creature that saw you succeed for 24 hours. |
|
20 |
Your effort succeeds too well. All intelligent creatures within 30 feet of you, including you, must make a DC 25 INT save or become stunned for one minute. |
Guns Blazing
3rd-level Redneck feature
Everybody knows guns are a man's best friend, and yours is always at the ready for any danger that presents itself. While you are wielding a firearm, you have a bonus to initiative rolls equal to your proficiency modifier. Additionally when you attack with a firearm, you may make an additional attack as a bonus action, provided your weapon is loaded and does not misfire.
Liquid Courage
3rd-level Redneck feature
You are capable of incredible feats of bravery so long as you have access to cheap beer. As a bonus action, you may down a can of beer. For the next minute, you are immune to the frightened condition. Additionally, choose one of the following effects:
- You heal 1d6*half your level (rounded up) hit points
- You may make take an additional action this turn. This action may only be used to dash, dodge, or attack.
- You have resistance to all damage until the beginning of your next turn.
After the 1 minute ends, roll on the short-term madness table.
After you use this feature up to three times, and you regain all spent uses when you finish a long rest.
Hold My Beer, Watch This!
5th-level Redneck feature
The power of beer inspires you to great, or foolish, deeds. When you use your liquid courage feature, for the next minute, you may give yourself advantage on any ability check, attack roll, or saving throw. If your check succeeds, you may give an ally within 30 feet of you advantage on a single ability check, attack roll, or saving throw during the next minute. If your check fails, you take 1d6* half your level (rounded up) damage of an appropriate type and are incapacitated until the end of your next turn.
Greater Redneck Engineering
9th-level Redneck feature
Your Redneck skills have increased to the point where you no longer need tools, just grease, duct tape, some spare junk, and a little imagination. If you do not have a required tool, you can roll on the Redneck Engineering Table twice and take the lower result.
Additionally, you can roll on the Redneck Engineering Table to attempt to use a vehicle you are not proficient with.
Finally, once per day, you can attempt to infuse an additional item, rolling on the Redneck Engineering Table to determine the result.
I Can Do That, How Hard Could It Be?
9th-level Redneck feature
You can attempt to cast spells you do not know, provided you have seen them before or heard about them from one of your buddies. When you do this, roll on the Redneck Magic Table below to determine the result. The spell must be 5th level or lower, and you roll with disadvantage if it is of a level you are not able to cast. Spell slots are spent normally. If you attempt to cast a spell of a higher level than you are able to cast, you must finish a short rest before you can attempt such a spell again.
Redneck Magic Table
|
d20 |
Effect |
|---|---|
|
-4 |
You accidentally create an uncontrolled planar rift centered on yourself that rapidly expands, threatening to destroy reality. Roll 1d100 to determine the radius of the rift. Any creature that comes within 100 feet of the rift or starts its turn there must make a DC 25 strength save or be pulled into it. Any ceature that enters the rift is permanently destroyed, erased from reality. If the rift has a radius of 100 feet, it reaches critical mass and continues to expand, destroying the entire plane in 1d4 days. |
|
-3 |
You accidentally disrupt the weave of magic throughout the cosmos. Your body fades away, becoming forever one with the weave. Additionally, all magic in the multiverse ceases to work for 3d10 days. |
|
-2 |
The raw, uncontrolled magical energy flowing through your body burns it to ash. |
|
-1 |
You accidentally summon an elder fiend (DM discretion), which appears in a square adjacent to you. |
|
0 |
You channel too much magical energy, killing yourself instantly. |
|
1 |
You channel too much magical energy, fatally wounding yourself. You drop to 0 hp and are considered dying. |
|
2 |
Your spell fails, and the effort leaves you magically drained. You gain a level of exhaustion and are unable to cast spells for 1d4 hours. |
|
3 |
You cast a magical slumber upon yourself. You are unconscious for 1d12 days or until you recieve a true love's kiss. |
|
4 |
You generate a wild magic surge. Roll on the Wild Magic Table. |
|
5 |
You believe you cast the spell. You didn't, but you believe you did. |
|
6 |
You generate a powerful wild magic surge. Roll twice on the Wild Magic Table. |
|
7 |
You cast a random Artificer cantrip. |
|
8 |
You cast a random Artificer spell of the same level that you intended to cast, or else the highest level you are able to cast. |
|
9 |
You cast a random spell of the level that you intended to cast. You are unable to control it, however, and it targets a random creature within 60 feet of you. |
| 10-11 |
You successfully cast a random spell of a level equal to the spell you intended to cast. |
|
12-13 |
You successfully cast the spell, but are unable to control it. The spell targets a random creature within 60 feet of you. |
|
14 |
You successfully cast the spell, but the effort leaves you magically drained. You gain a level of exhaustion and are unable to cast spells for 1d4 hours. |
|
15-19 |
You are able to cast the spell normally. |
|
20 |
Your spell is somehow even more effective than normal (DM discretion). |
|
|
Buds of Light
15th-level Redneck feature
You have discovered a source of unfathomable power known as the Buds of Light. As a bonus action, you may drink of the Buds of Light, giving you the following benefits for one minute while you are conscious:
- You are immune to the frightened condition. Additionally, you gain a free benefit of your choice from your Liquid Courage feature at the start of each of your turns.
- When you roll on the Redneck Magic Table, you roll with advantage. If you are casting a spell of a level you are not able to cast, make a straight roll.
- You can attempt to cast spells of 6th level and higher. When you do, roll on the Redneck Magic Table with disadvantage. Modify the result by -1 for a 6th level spell, -2 for 7th level, -3 for 8th level, and -5 for 9th level. You may attempt to cast a spell of each of these levels only once while the effect lasts.
- Once while this effect is active, you may reroll one die when rolling on the Redneck Magic Table, and you must use the new result.
- When damge from an enemy reduces you to 0 hp, you may use a reaction to shout "Yee Yee!" and make up to three weapon attacks before dropping unconscious. For each attack you make, you automatically fail one death saving throw.
When this effect ends, you immediately fall unconscious for 3d4 hours.
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