Base Class: Artificer
Through meticulous study, you have learned one of the Time Lords' great abilities - their intimate knowledge of sonic technology and the seemingly magical ability to construct a sonic device in almost any circumstance. Sonic devices are renowned for their near-infinite versatility, only constrained by the mind of the wielder.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Sonic Tinkerer Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Sonic Tinkerer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
| Spell Level | Spells |
|---|---|
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1st |
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2nd |
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3rd |
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4th |
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5th |
| Artificer Level | Sonic Tinkerer Spells |
|---|---|
| 3 | Earth Tremor, Thunderwave |
| 5 | Silence, Shatter |
| 9 | Lightning Bolt, Wind Wall |
| 13 | Arcane Eye, Storm Sphere |
| 17 | Passwall, Telekinesis |
Sonic technology
At 3rd level, you can craft sonic technology using smith's tools, 1gp worth of metals, and 1 hour. This can be done during a short or long rest. You create a tiny or small sonic device, or modify an existing non-magical item, incorporating sonic technology. The form the device takes is up to you.
When you create the object you can choose a number of sonic modules depending on your level as shown in the sonic modules table to add to the device given you meet the level and material requirements. The sonic device has the Probe module already installed, this does not count against the number of modules you can apply. Your sonic module options are detailed at the end of the subclass description. All materials are consumed in the construction of the device.
Any creature other than yourself who attempts to use the device must pass an Arcana check against your spell save DC for each module to determine its operation, unless you have taught them its usage.
Only one if your sonic objects can exist at a time, when you create another the previous one dematerialises and is destroyed. You can use any sonic device as a spellcasting focus for your artificer spells.
Sonic modules table
| Artificer Level | Sonic device modules |
|---|---|
| 3 | 1 |
| 4 | 2 |
| 6 | 3 |
| 8 | 4 |
| 10 | 5 |
| 14 | 6 |
| 17 | 7 |
Emergency Portal
Prerequisite: 13th level, 2 gems of identical type valued at 50gp each, and materials worth 10gp
During the creation of this module, you also create a small additional object, the receiver, containing one of the gems. As an action, you can teleport yourself and any willing creatures within 5 feet of you to the location of the receiver, provided it has not been moved or tampered with since its creation and there is sufficient space with 30ft for all creatures. You can conceal the receiver such as by putting it in a chest or burying it in a few feet of dirt. All teleported creatures appear in the nearest unoccupied space to the receiver.
Upon using this module, the receiver is destroyed. However, you can spend 1 hour and half the required materials, assuming the gem is of the same type, to create another receiver, then after a long rest, you can use this module again.
Enhance senses
Prerequisite: 5th level, 5gp worth of materials
Once per short rest, you can use an action to enhance your senses with the sonic device. For up to a minute, you gain advantage on Perception and Investigation checks, and gain tremorsense within 15 feet in addition to your normal senses.
Holographic Shroud
Prerequisite: 7th level, a gem worth 15gp
You can cast Disguise Self a number of times equal to the creator's intelligence modifier per long rest
Light
Prerequisite: 1gp of materials
You can cast Light[ targeting the sonic device.
Magical interface
Prerequisite: one gem worth 10gp
As an action, you can utilize the sonic device to activate any magical item with a non-attunement activatable effect that you know the location of within 60 feet, excluding those currently worn or carried. If you know the item, you can select and determine the effect and it's specifics, for example, the target. However, if the item is unfamiliar, you can still attempt activation but must succeed on an Arcana skill check with a DC of 5 + 5 per rarity level above common. On a success, a random effect from the item occurs with random specifics. You can use attunement required effects only if you are attuned to the item.
Neural Relay
Prerequisite: 7th level, 10gp worth of materials, a gem worth 15gp
When the bearer of the sonic device is reduced to 0 hit points. instead of making death saving throws, their mind is uploaded to its neural relay. The mind lasts one hour in the relay before dying. If the creature's body is healed and is without missing body parts, the mind returns to it, leaving the creature with 1 hit point. This module can be used once per long rest.
Pocket of Protection
Prerequisite: 7th level, 50gp worth of materials
The sonic can shield you and allies from effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to project a shield between yourself and the source of the effect. You and all allies within 5ft subject to the same effect take no damage if they succeed on the saving throw or half as much on a failed save. You can use this module once per long rest.
Probe
Whilst holding the probe you can use an action to activate the probe to find out one thing about a creature or object within 15ft of your location. When you target a creature you can find out one of the following:
- One ability score of your choice
- One creature type
- Level or CR, if applicable
- Any conditions affecting the creature
- The language the creature is speaking
If you target an object, you can find out one feature of the object such as age, or any magical bonuses affecting it, up to the DM's discretion.
Repair
Prerequisite: 1gp of materials
You can cast Mending, only targeting metal objects. It doesn't do wood.
Sensory Disturbance
Prerequisite: 5th level, 5gp of materials
As an action you can cause the device to emit strong sonic waves to disrupt your enemies. All creatures in a 15ft cone originating from the device that can hear must make a constitution saving throw against the creator's spell save DC or be incapacitated and have their movement speed halved until the start of your next turn. Creatures that have tremorsense have disadvantage on the saving throw.
If you have the Light module as part of the device, it also targets creatures that can see, even if they can't hear.
You can use this module once per long rest.
Sonic weapon
Prerequisite: 2gp of materials
As an action, you can make a ranged spell attack against one target within 60ft, using the devise creator's spell attack roll. On a hit, the target takes 1d8 thunder damage.
The spell’s damage increases by 1d8 when the creator reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Squareness Gun
Prerequisite: 5th level, 5gp worth of materials
As an action, you can target a non-magical wall within 15ft of you no more than 2 ft thick, and create a 5 by 5ft opening in the wall. You can then, as a bonus action, replace the opening with exact same material, leaving no trace. You can use this once per short rest.
Temporal Slowdown
Prerequisite: 13th level, diamond engraved with symbol of a clock worth 500gp, and materials worth 50gp
At a push, the sonic can slow down a creatures movement through time. As an action, target a creature within 60 feet, compelling it to make a Charisma saving throw against the creator's spell save DC. On a failure, the creature's movement speed is halved, it can only make one attack per turn, and cannot take reactions. Additionally, on its turn, it can only choose one of the following: move, take an action, or take a bonus action. This effect lasts until you break concentration or until the end of your next turn. You can extend the effect as an action, lasting up to a minute.
When a creature fails the save, the diamond within the device is destroyed but can be replaced as an action, provided the replacement meets the prerequisite. Regardless, you must complete a long rest and ensure there's a diamond in the device before using this module again.
Tracker
Prerequisite: one gem worth 5gp
Once per short rest, as a reaction to a spell or magical effect occurring within 90ft of you, you can align your sonic device to its origin, the spellcasting focus or magical object. For 1 hour, you know the direction and distance from you. If the source is a creature, you must spend a spell slot of 1st level or higher to track it each time you use the reaction.
Translator
Prerequisite: 5th level, 10gp worth of materials
As an action, thedevice can attune to a language, providing telepathic translation for the wielder. When using the Probe module to identify a creature's language, the device can translate it for one hour. By expending a 1st-level or higher spell slot, you can extend this translation to another creature simultaneously, facilitating communication even without a shared language. You can use this module once per long rest.
Unlock
Prerequisite: 1gp of materials
As an action, choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
Sonic Engineer
At 5th level, you've mastered the art of tinkering with your sonic device, enabling you to deconstruct and reconstruct it efficiently.
- **Deconstruction Expertise**: You can deconstruct the sonic device to retrieve some of its materials. By spending 10 minutes per module and making a Smith's Tools check, DC 15, you can salvage all on a success or half (rounded down) on a failure, of the materials used in its construction. You must attempt a new check for each module.
- **Innovative Upgrades**: You gain the ability to add new modules to your sonic device without needing to recreate the entire device. However, the total number of modules you add cannot exceed the limit shown in the Sonic modules table.
- **Multiple Devices**: You can maintain multiple sonic devices, but the total number of modules active at once across all devices must not exceed the limit specified in the Sonic modules table. Only one device benefits from the free Probe module described in Sonic Technology. However, you can install Probe in other devices, which counts against the total number of modules you can apply.
- **Device Transfer**: You can transfer the modules of your sonic device from one object to another by paying the base cost of the device. All previously added modules are maintained during the transfer.
- **Remote Control**: You can attune to your sonic device to enable remote control within a range of 60 feet, requiring line of sight. You can also deactivate the remotely, preventing use until you reactivate it.
Sonic Overclock
At 9th level, your mastery of sonic technology enables you to push the limits of your device's capabilities, albeit at great risk.
While holding your sonic device, you can expend spell slots to enhance its performance in the following ways:
- As a bonus action, you can expend a spell slot of 1st level or higher to refresh the uses of an ability without the need for resting.
- Expending a 2rd-level spell slot or higher allows you to double the range of your device's modules. Additionally, this doubles the range of any spells cast as part of the module.
- You can expend a 3rd-level spell slot or higher to use two modules that require an action as part of the same action.
Each overclock can only be used once per long rest.
Once you overclock your sonic device, roll a d20 after all effects have activated. If the result is equal to or lower than the level of the spell slot used, all sonic devices you are carrying overload, each requiring 1 minute of work to reset. While overloaded, the sonic device cannot be used, but any active effects remain until they naturally end.
Sonic Soulweaver
At 15th level, your connection with your sonic device transcends mere craftsmanship, intertwining with your very essence.
**Instant Creation**: If you have no sonic devices in existence, you can use an action to conjure one magically into your hand at no cost. This device contains the Probe module and one additional module of your choice without a level prerequisite. These modules cannot be deconstructed into materials.
**Sonic Detonation **: Sonic devices with four or more modules gain a new module, Sonic Detonation, at no additional cost. Only you can activate this module. When activated, you detonate the device, forcing all creatures within 30 feet to make a Constitution saving throw against your spell save DC. On a failed save, they suffer 10d10 thunder damage and become stunned, or half as much damage on a successful save. For every module beyond four, the range increases by 10 feet, and the save DC increases by 1. This action destroys the device and all its materials.
**Summoning Mastery**: By expending a spell slot of 4th level or higher as a bonus action, you can summon any one of your sonic devices directly into your hand, as long as they are on the same plane as you. If you haven't created any new devices since, you can use this feature to reconstruct devices that have been destroyed, provided they have not been disintegrated, detonated, or subjected to similar effects.
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