Artificer
Base Class: Artificer

An inventor whose creations lack stability in their design, but who makes up for it with adaptability and the chance for their inventions to overload in spectacular fashion.

Tool Proficiency

3rd-level Scatterbrained Inventor feature

You gain proficiency with one type of artisan’s tools of your choice.

Scatterbrained Inventor Spells

3rd-level Scatterbrained Inventor feature

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

Inventor Spells

Artificer Level Spell

3rd

entangle, shield

5th

hold person, mirror image

9th

hypnotic pattern, slow

13th

confusion, death ward

17th

hold monster, mislead

Haphazard Tinkering

3rd-level Scatterbrained Inventor feature

Your drive to invent and the need improve upon your schematics has certainly kept you up late burning the midnight oil. While you may have lost a few hours of sleep here or there, the devices your produce certainly make up for the bags under your eyes and the constant yawning.

Whenever you finish a long rest, you produce a number of single-use devices equal to your proficiency bonus. Roll a number of times equal to your proficiency bonus on the relevant Tinkering Device table for your level. For each result you create a device that replicates the corresponding spell. If you roll the same result more than once, you create a number of devices replicating that spell equal to the number of times that result was rolled.

These devices last until you complete your next long rest, after which they fall to pieces and new devices must be made with this feature. The devices you create may be given to another creature to use. To use the device a creature must have an Intelligence score of 6 or greater.

A creature that uses the device casts the replicated spell using the rules below.

  • The replicated spell is cast at the highest level that can be cast by the Artificer, up to 3rd level spells. Additionally, regardless of who activates the device, the replicated spell is cast using the creating Artificer's spellcasting ability modifier, spell save DC, and spell attack modifier.
  • The activation time of the device is the same as that of the spell it replicates (Action, Bonus Action, or Reaction).
  • If the replicated spell has a duration longer than 1 turn, the effect created by the device has its duration halved.
  • You ignore any verbal, somatic, or material components of the replicated spell. Instead, they are replaced by a somatic component that is the physical activation of the device, whether that be pushing a button, pulling a lever, etc.
  • As the effect is not truly magical in nature or a spell being cast, the produced effect is resistant to the disruptive magical effects of things such as dispel magic, or the effects such as an Antimagic area. For these types of magic to have any effect over the device's replicated spell, the caster must succeed at a check of their spellcasting ability (Int, Wis, Cha) vs the Artificer's spell save DC + the spell level of the device. Additionally, the device is immune to the effects of counterspell, and is immune to the effects of detect magic while the device is not in use.
  • If the replicated spell requires concentration, you must maintain concentration on the device as though the spell were cast normally. (This is for balance purposes and can be explained by a character using part of their focus to keep the device directed or oriented correctly, keeping it from being damaged in combat, or some other logical reason for it to keep their concentration.)

After a device is used and its effect ends the device falls to pieces and is unable to be used again.

At 3rd Level you roll 1d20 to determine which device is made. At 5th Level the result range increases to 1 through 40. At 9th Level the result range increases to 1 through 60. It is recommended that you use a random number generator such as rolladie.net after 5th level, unless you happen to have a 40 sided and 60 sided die.

Tinkering Device

Result Device Effect

1

absorb elements

2

bane

3

bless

4

burning hands

5

cause fear

6

color spray

7

cure wounds

8

entangle

9

expeditious retreat

10

faerie fire

11

feather fall

12

fog cloud

13

grease

14

jump

15

ray of sickness

16

shield

17

sleep

18

Tasha's hideous laughter

19

Tenser's floating disk

20

thunderwave

21

Aganazzar's scorcher

22

barkskin

23

blindness/deafness

24

blur

25

darkness

26

dust devil

27

earthbind

28

gust of wind

29

hold person

30

kinetic jaunt

31

knock

32

lesser restoration

33

levitate

34

mirror image

35

pass without trace

36

Rime's binding ice

37

shatter

38

silence

39

spider climb

40

web

41

call lightning

42

daylight

43

elemental weapon

44

fear

45

feign death

46

fireball

47

fly

48

haste

49

hypnotic pattern

50

lightning bolt

51

Melf's minute meteors

52

protection from energy

53

sleet storm

54

slow

55

stinking cloud

56

tidal wave

57

wall of water

58

water breathing

59

water walk

60

wind wall

 

Faulty Inventions

3rd-level Scatterbrained Inventor feature

Your brain is rarely quiet as new ideas and improvements to previous inventions come to you quickly and often. However, these bouts of inspiration can even distract you from the devices you are working on at the time. As a result, every Infused Item you create and device you prepare with your Haphazard Tinkering feature has a risk of failure that arises during their use.

For all devices and for Infused Items with activated effects this risk is triggered during their use or activation. For Infused Items with passive effects such as Resistant Armor or a replicated magic item like a Bag of Holding or Gauntlets of Ogre Power this risk is triggered during a relevant usage of the item (retrieving an item from a Bag of Holding, performing an ability check or saving throw that uses an ability score enhanced by an Infused Item, etc.), especially if Infused Item's use is at a particularly tense or critical moment in the scene. Rolls on the Faulty Inventions table for Infused Items with passive effects are at the Dungeon Master's discretion for when they trigger.

For each triggering instance, roll on the Faulty Inventions Table and determine the result of the activation.

 

(For the Faulty Inventions table, an "invention" is any Infused Item or device created through the Haphazard Tinkering or Mother of Invention feature.)

Faulty Inventions

d20 Effect

1-2

Fatal Flaw. The invention has a fatal flaw that prevents it from functioning properly. The invention activates with a detrimental effect, such as having a reduced duration (further reduced in the case of a Haphazard Tinkering device), advantage on saving throws for targeted creatures, reduced damage or healing dice, a degraded effect (fly degrades to levitate), etc. The detrimental effect depends on the failing invention, might not be the same each time, and the final effect caused is at the Dungeon Master's discretion. After the activation, the invention falls to pieces and is unusable until it is repaired during a long rest. For Infused Items this means that the beneficial effect is lost until it is repaired.

3-18

Functional. The invention functions as normal. If it is a device created from the Haphazard Tinkering feature it is still subject to the rules of that feature.

19-20

Overload. The invention overloads, gaining an additional beneficial effect before falling to pieces. This beneficial effect might include increased duration, disadvantage on saving throws for targeted creatures, extra damage or healing dice, upgraded effects (levitate upgrades to fly), etc. The beneficial effect depends on the overloaded invention, might not be the same each time, and the final effect caused is at the Dungeon Master's discretion. After the activation, the invention falls to pieces and is unusable until it is repaired during a long rest. For Infused Items this means that the beneficial effect is lost until it is repaired. 

Charged Devices

5th-level Scatterbrained Inventor feature

You've learned how to get an extra bit of efficiency out of the devices you put together. Your devices created with the Haphazard Tinkering feature that restore hit points or deal damage gain a bonus to the damage or healing equal to your Intelligence modifier (minimum of +1). Any bonus damage is of the same type as that caused by the device.

Mother of Invention

9th-level Scatterbrained Inventor feature

You have learned to adapt to your situation and throw together a device on the fly. As a result, you can use a bonus action to create a device from the Haphazard Tinkering feature. If created in this way, you decide which spell the device replicates rather than rolling for a random effect.

The device created with this feature must be used before the end of your next turn, or else it falls to pieces and is unusable. If activated, it functions like a device created by the Haphazard Tinkering feature, following all the same rules and restrictions.

Once you use this feature you cannot use it again until you finish a short or long rest.

Unstable Genius

15th-level Scatterbrained Inventor feature

After watching so many of your inventions go haywire, you've learned how to squeeze out that extra bit of potency from your inventions and devices... sometimes. You can now choose to Overload a device rather than rolling on the Faulty Inventions table when it is activated. Using this ability will still result in the Infusion being damaged and needing repaired. You may use this ability up to three times per long rest.

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