Artificer
Base Class: Artificer

You were taught by a mysterious fey figure named The Toymaker, a being whose shop appears in cities and large towns to sell magical toys before disappearing into memory. How you managed to gain an apprenticeship under the creature escapes your mind, but you remember all its teachings. You've learned how to enchant childish toys with magical energy, animating them.

Tool Proficiencies

3rd level Toymaker feature

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.

Toymaker Spells

3rd level Toymaker feature

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

Artificer Level Spells

3rd

Fog Cloud, Faerie Fire

5th

EnthrallSilence

9th

Bestow Curse, Blink

13th

Confusion, Phantasmal Killer

17th

Dream, Seeming

The Toy Store

3rd level Toymaker feature

When you gain this subclass you also gain access to an extra-dimensional space called "The Toy Store". You may summon a door to the Toy Store over the course of 10 minutes, creating a door and frame that takes up the space of a 5 foot wide, 5 foot long, and 10 foot tall rectangle. Inside is a small shop with roughly 625 square feet of area. You may design the insides of the store and the appearance of the door frame. While a creature is inside the store they are considered in a different plane.

The store stays in place for a number of hours equal to your Artificer Level, or until you use an action to dismiss the store. Any creatures still in the store at the time it shuts, including yourself, are shunted out to an nearest unoccupied space relative to the door, where afterwards the door disappears. You cannot use this ability again until you take a Long Rest.

Inside the store is a number of unique toys. You have a stock of toys equal to 2 times your Artificer level and you have a Toy List of two items starting at 3rd level. To restock your store, you must spend 10 gold pieces and half an hour working inside the store per toy created. When a creature is inside your store, they may take one toy for themselves, where upon exiting the store they choose which kind of toy it is from your Toy List. The magical properties of that toy only work for them, becoming nonmagical if given to another creature. The toy is destroyed after 8 hours of being outside your Store or after its magical properties are used up. You gain an additional item on your Toy List at 5th, 9th, and 15th levels.

If the toy is destroyed all its magical effects end, and it has the following statistics unless the toy's description says otherwise:

  • 1 HP
  • 10 AC
  • Immunity to Poison and Psychic damage, and Immunity to all conditions
Abjuring Fingertrap

Prerequisite: 15th level

As an action, a creature may start to play with the fingertrap. Until they use an action to stop, or until 1 minute has passed, the creature cannot take the Attack action or cast a spell with Somatic components. In addition, the creature doesn't gain the benefits of held items, such as shields. During this time, the creature has resistance to all damage.

Conjuring Figurine

Prerequisite: 9th level

You may spend an action to place the toy on the ground. When you do so, you cast the Conjure Animals spell at its lowest level, summoning the animal depicted by the toy. This animal is chosen when you first exit the Toy Store and choose this toy type from the Toy List. The animal depicted can not be of a CR higher than 1.

For example, if you placed down a figurine of a wolf and casted the Conjure Animals spell, a total of 8 wolves will be summoned within 60 feet of you because the Wolf is a CR 1/4 creature. Alternatively, if you instead had a figurine of a Dire Wolf, you would summon 2 Dire Wolves within 60 feet of you.

Divining Marbles

You and a creature within 10 feet of you may spend 1 minute playing Marbles, one creature claiming the title Weal and one creature claiming Woe. At the end of the minute the spell Augury is cast(you do not need the material components). The DM determines if Weal won (the result is Weal), if Woe won (the result is Woe), if the game ended in a tie(the result is Weal and Woe), or all the marbles left the playing field (the result is Nothing).

Enchanting Fidget

Prerequisite: 5th level

If a creature starts to play with the fidget, they must make a Wisdom Saving Throw against your Spell Save DC. On a failed save, they become affected by the effects of the Hypnotic Pattern spell. The effects last for 1 minute or until the creature either takes damage or the fidget is taken out of their hands as an action. If a creature willingly fails, they instead are affected by the Calm Emotions spell for 1 minute.

If a creature succeeds in their saving throw, they are unaware that the fidget tried to enchant them unless they are able to sense magic, like through the Detect Magic spell.

Explosive Wind-up

As an action, you may wind up the clockwork device and place it on the ground, commanding it to target a creature within 30 feet. The toy is now considered a creature(construct) and it rolls for its own initiative in the initiative order. It has a Dexterity modifier of +3, an AC of 18, HP that equals your Artificer level, and a movement speed of 20 feet. The toy can only ever take the Dash action, and its only goal is to get within 5 feet of its target. It always knows the exact location of its target and the fastest method of transportation to it. The toy explodes if it gets within 5 feet of its target, if it is reduced to 0 hit points, or after 1 minute has passed.

The toy explodes in a 15 foot radius sphere centered on itself. All creatures within that area must make a Dexterity Saving Throw against your Spell Save DC, taking 4d6 force damage on a failed save and half as much on a successful one.

Illusory Jack-in-the-Box

As an action, you wind up the Jack-in-the-Box and set it on the ground within 5 feet of you. You take note of a number between 1 and 5, where the Jack-in-the-Box will pop out on the end of your turn that number of rounds from now. When it activates, all creatures within 60 feet of it must make a Wisdom Saving Throw against your Spell Save DC. Creatures that fail this saving throw are frightened of the Jack-in-the-Box for 2d4 rounds. The Jack-in-the-Box disappears when the last creature stops being frightened of it.

Necrotic Dice Set

As an action, you may roll 2d6, recording the result. You then choose one creature within 15 feet to make a Constitution Saving Throw against your Spell Save DC. If they fail the Saving Throw, they take an amount of necrotic damage equal to the result of the d6s times half your proficiency bonus rounded down. If they succeed, they instead take half damage.

Transmutive Doll

As an action, you may place the doll down on the ground, where it then becomes animated as if by the Animate Objects spell. For the duration of Animate Objects, the doll follows your every verbal command(no concentration or action required by you). In addition, while the doll is animate, it can change its shape to anything you describe, although it cannot get larger than Tiny.

Wooden Companions

5th level Toymaker feature

Your familiars, homunculi, and animated objects are strengthened by your fey magic. You learn the Find Familiar spell and it counts as an Artificer spell for you. It doesn't count against the number of spells you may prepare and you can cast it as a ritual.

In addition, any creature you create through the use of an Artificer spell or infusion has a boost to their hit points equal to twice your Artificer level. You may add your Intelligence Modifier to any Saving Throw DCs, Attack, or Damage rolls that creature has. If an Attack Roll or Saving Throw DC uses either your Spell Attack Bonus or your Spell Save DC, they do not add your Intelligence Modifier to those rolls.

Spell-craft Figurines

9th level Toymaker feature

When you gain this feature, you choose a number of spells of 2nd level or lower from your list of prepared spells equal to your Intelligence Modifier. When a creature exits your toy shop, instead of them picking from your Toy List, you can enchant that toy with one of these spell, expending a spell slot equal to the level of the spell. A creature may cast that spell from the toy at any time before the toy is destroyed, described in the Toy Shop feature. If the spell calls for a DC or an attack bonus, that creature uses your Spell Save DC or Spell Attack Bonus.

The Emporium

15th level Toymaker feature

Your Toy Store has gotten quite a few upgrades thanks to your hard work. Now, when a creature is taking toys from the Toy Store they may take up to 2 instead of 1. In addition, the inside of the Toy Store doubles in size (625 sq. ft. to 2500 sq. ft.) and you can now summon the entrance twice, instead of once, before needing to take a Long Rest.

The Toy Store is now permanently under the following effects:

  • Sensors created by divination spells can't appear inside the Toy Store or pass through the Toy Store's door.
  • Creatures in the Toy Store can't be targeted by divination spells.
  • Planar Travel is blocked within the Toy Store.
  • All doors within the Toy Store are magically locked, as if sealed by an arcane lock spell. You may specify which creatures ignore the effects of the arcane lock when you gain this feature, or you may set a password as described in the spell.

Comments

Posts Quoted:
Reply
Clear All Quotes