Base Class: Artificer
Some artificers seek to create powerful devices, capable of bridging planar gaps or performing magical feats on the scale of divine intervention. Some wish to perfect their chosen craft, to brew the purest or most potent alchemical solutions, or construct the most formidable of arms and armor.
The Omnicrafter seeks perfection through...different means.
A fervent student of not one but many disciplines of craftsmanship, the Omnicrafter uses their hard-earned skill in tool and trade to forge viable weapons out of even the most outlandish refuse. Swords of scrap metal and wire, bows made of vines and discarded fenceposts, halberds with blades cobbled together from shattered windows and broken bottles. Anything is a resource--and everything is a weapon waiting to be made by their hand.
Those who follow the Omnicrafter's path hone their talents through inventive smithing techniques and unorthodox design ethos, ever seeking the pinnacle of their art: the title of Scrap Master.
Other artificers and smiths alike are of...mixed opinions regarding their quest.
Omnicrafter Spells
| Artificer Level | Spells |
| 3rd level | identify, magic missile |
| 5th level | locate object, shatter |
| 9th level | haste, lightning bolt |
| 13th level | fabricate, ice storm |
| 17th level | animate objects, arcane hand |
King of All Trades
When you choose this specialty at 3rd level, you gain proficiency with any three sets of artisan’s tools of your choice. Additionally, you gain expertise with one set of artisan’s tools with which you are proficient.
Quicksmith
Your unique expertise lies less in perfecting the craft of a weapon, and more in being able to make a weapon out of anything. As part of a short or long rest, you can create any simple or martial weapon using the resources at your disposal. You may also create a number of thrown weapons or ammunition, or fascimiles of some type of consumable adventurer’s gear, equal to your proficiency bonus plus your Intelligence modifier (minimum 2). Crafting materials you might use include metal, stone, gem, wood, ceramic, glass, plant fibers, rope, cloth, tree sap, etc. The quality or type of your materials does not factor into your ability to create a weapon—the type of weapon, or the amount of consumables or ammunition, is only limited by the amount of material you have access to. When you create a weapon in this way, you may choose to spend a spell slot as part of the process. If you do, the resulting weapon is considered magical for the purposes of overcoming resistances and immunities, though it is considered nonmagical for the purposes of spell effects and infusions. If you spend a slot of 2nd level or higher, the weapon also gains +1 to attack and damage rolls.
You are proficient with any weapon you create this way, and can choose to use your Intelligence modifier instead of Strength or Dexterity for attack and damage rolls made using that weapon. Otherwise, it is treated as a normal weapon of its type for any other creatures. Each weapon you make this way is extremely temporary—it will only hold up until the end of your next long rest before it succumbs to either its own stresses or from the wear and tear of battle, and is destroyed.
A weapon made using this feature can be chipped, cracked, burned, broken, dissolved, or otherwise damaged or destroyed by any effect or event that would damage a nonmagical weapon made of its constituent materials, even if you spent a spell slot during its creation to improve it. In the same way, any weapon you make using this feature may retain some abilities or features inherent to unique or magical material components you used to create it.
At the end of a long rest, you may perform repair and replacement maintenance on any items you possess that were crafted with this feature, using materials you have available to stabilize the weapon’s construction, preventing its collapse until your next long rest. You may repair a weapon in this way any number of times, provided you have sufficient materials.
Scrapper's Reflexes
You have gained enough skill and experience with both crafting and using your uniquely-made weapons that you can use them better on the battlefield than anyone else. Whenever you take the Attack action, you can attack twice, instead of once, and you can cast a cantrip in place of one of those attacks.
Additionally, you can draw, stow, and switch weapons and items with no action or free object interaction required, provided all items you interact with in this way were crafted with your Quicksmith feature.
Improved Junkcrafting
Items you craft using your Quicksmith feature now last a number of long rests equal to your proficiency bonus, and repairing an item increases its lifespan by one long rest. Whenever you use your Quicksmith feature to perform repairs on an item as part of a long rest, rather than extending the lifespan of the item, you can augment it with the effects of one cantrip, which must have a casting time of one action and target only one creature. Whenever you hit a creature with an augmented weapon, you can use a bonus action to cast the cantrip stored in the item, targeting the creature you hit. Consumable items automatically cast the stored cantrip when used, and target a creature of your choice if they hit multiple creatures. Once used, the cantrip is no longer stored within the item. Any stored cantrips are lost at the end of your next long rest, unless you reapply them using your Quicksmith feature.
Scrap Mastery
Your technique of improvised weapon-making has reached its pinnacle: You can now deconstruct and reconfigure magic items as part of your Quicksmith-made weapons. When you use a magic item in this way, it must not be sentient, legendary, or an artifact, and must either be a weapon itself or have an ability that directly affects weapon use. The magic item is made inseparable from your creation, as you disassemble it and incorporate its components into your own design. This allows you to transfer magical effects, such as transforming a Flametongue shortsword into a rapier or greatsword, or using it as a component of a longbow to apply its effect to arrows fired with the weapon. Items crafted using magic items as components cannot be augmented with cantrips, cannot be improved by spending spell slots during creation, and are as resistant to damage and destruction as the magic item used to create them.
When repairing an item made with a magic item using your Quicksmith feature, its remaining lifespan is reset to a number of long rests equal to your proficiency bonus, rather than extended by a single long rest as normal. Additionally, if they are not repaired by the end of their lifespan, they are not destroyed, but their magical properties no longer function until you use your Quicksmith feature to repair them as part of a long rest and spend a spell slot during the repair to restore the magical functions. Items crafted using magic items cannot be deconstructed for use in other weapons—if they are taken apart in this way, they are destroyed, and the magic item component loses all of its power.
Previous Versions
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