Base Class: Bard
Level 3: Artificer's Insight
When you join the College of Invention at 3rd level, your knack for magical tinkering blossoms, enabling you to craft wondrous items.
- Tinker’s Tools Proficiency: You gain proficiency with Tinker’s Tools. If you are already proficient, you gain expertise with them instead.
- Magical Tinkering: You learn how to craft simple magical items. You can spend 1 hour and 10 gp worth of materials to create a Tiny nonmagical object with one of the following properties:
- It emits a recorded sound of your choice, lasting up to 6 seconds, whenever it is tapped or shaken.
- It sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
- It displays a static visual effect, such as a symbol or a phrase, when activated.
You can maintain a number of these effects equal to your Charisma modifier (minimum 1).
Additionally, when you cast Identify, you can do so without expending a spell slot or requiring material components.
Level 3: Arcane Machinist
You can enhance your performances with improvised magical devices. Using Tinker’s Tools and bonus action, you can activate an Arcane Contraption, choosing one effect from the options below:
- Harmonic Surge: Choose one creature within 30 feet. That creature regains hit points equal to your Charisma modifier (minimum 1) + your Bard level.
- Disruptive Pulse: You release a burst of static energy. Each creature of your choice within 10 feet must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to your Bard level.
- Construct Companion: You summon a clockwork companion (Small object, AC 13, 10 hit points) that provides Help as a bonus action and lasts for 1 minute or until destroyed.
Once you use this feature a number of times equal to your Proficiency Bonus, you must finish a long rest to regain all uses.
Level 6: Spell-Infused Tools
Your creations become more powerful and adaptable. When you complete a long rest, you can imbue one item with a spell you know, transforming it into an arcane device. Choose a Bard spell of 1st or 2nd level that requires concentration. The device can hold the spell for 1 hour.
A creature holding or wearing the device can use an action to activate it as if casting the spell, using your spellcasting ability and DC. When the spell is activated, it does not require concentration for its duration. You can infuse one item this way at a time.
Level 14: Masterwork Invention
Your creative genius reaches new heights, allowing you to craft truly extraordinary devices. Choose one of the following effects when you use your Arcane Machinist feature:
- Overdrive Construct: Your clockwork companion becomes a Large creature with AC 16, 30 hit points, and can take the Attack action using your spellcasting ability modifier. It lasts for 10 minutes.
- Wondrous Resonance: Choose up to three creatures within 60 feet. They gain temporary hit points equal to twice your Bard level and have advantage on saving throws against spells for 1 minute.
- Arcane Disruption: Unleash a massive pulse of magic. Each creature of your choice within 30 feet must succeed on a Dexterity saving throw or take 8d8 thunder damage and be pushed 10 feet away.
Once you use this feature, you must finish a long rest before using it again.







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