Artificer
Base Class: Artificer

Some artificers use careful calculations and tested methods to reliably prepare the creations that suit their purposes. Improvisers are not those artificers. With reckless abandon, sheer luck, and often quite a bit of Sovereign Glue, an Improviser can turn almost anything into an effective (albeit fragile) tool. Such disorganized artificers tend to be self-taught rather than formally trained, although exceptions exist. Some might subscribe to a well-considered philosophy emphasizing adaptation rather than specialization. After all, why plan when you can simply create what you need? 

Adaptable Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with one type of artisan's tools of your choice. You may replace this proficiency with another type of artisan's tools later on if you spend a short rest researching the desired tools. 

Improviser Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Improviser Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

 Improviser Spells
 Artificer Level  Spells
3rd Catapult, Floating Disk
5th Cordon of Arrows, Pyrotechnics
9th Sleet Storm, Tiny Hut
13th Greater Invisibility, Giant Insect
17th Animate Objects, Passwall

Improvised Equipment

Also at 3rd level, you can scrounge up what you need from just about anything in your surroundings. As an action you can create one piece of adventuring gear or nonmagical item of your choice in an unoccupied space within 5 feet of you. You craft this item from whatever happens to be on hand in your immediate vicinity, no matter how improbable this may seem - for example, you might happen to find just the right bits of stone shards and discarded hairpins to craft Thieves' Tools in a prison. The item must be Medium or smaller, cannot have a gp value more than 20 times your artificer level, and is rather fragile; it collapses back to its base components after a number of hours equal to your proficiency bonus. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately falls apart. 


Additionally, you may now Use an Object as a bonus action on your turn rather than an action. 

Rapid Gadgeteer

Starting at 5th level, your reckless shortcuts allow you to use a bonus action to activate magic items that would normally require an action, such as a wand or a potion. 

You can also add a touch of arcane magic to your dangerous gadgets: If an enemy takes damage from or fails a saving throw against any item that you were the last creature to use, they take 1d8 additional force damage. Replace any save DC in the description of such items with your spell save DC. This can include adventuring gear, magic items, weapons, and any spell you cast that physically uses a nonmagical object to deal damage (Such as Catapult or Cordon of Arrows). The extra damage can occur only once per turn. Caltrops upon ye!

Scraps of Magic

At 9th level, your haphazard technique allows you to imbue scraps of power into objects with alarming speed. You can now create common magic items with the Improvised Equipment feature. These items do not count as infusions but are still bound by Improvised Equipment's size and price limits. 

Additionally, the force damage provided by Rapid Gadgeteer increases to 2d8.

Supernatural Serendipity

Starting at 15th level, your inexplicable tendency to find just what you need to solve your problems reaches a downright supernatural degree of consistency. This has the following effects: 

  • You are no longer limited by gp value when creating temporary items using Improvised Equipment
  • You may now create uncommon magic items using Improvised Equipment
  • The force damage provided by Rapid Gadgeteer increases to 3d8

Previous Versions

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