Artificer
Base Class: Artificer

You use the materials that you have available and can make marvellous inventions in the blink of an eye… or you could blow up the tavern you were in on accident.Who knows?

Hurried invention

You gain proficiency with tinker’s tools if you don’t already have it. You can craft and activate your artificer infusions and gadgets much faster than normal, but at a risk.

Scrap work Activation.

When you use an artificer feature that creates or activates a magical item, spell, or effect (such as an infusion, spell, or magical device), roll a Scrapwork Check — a d20.

  • 1–9 (Faulty): The effect backfires or malfunctions.
  • 10–20 (Functional): The effect works normally and may even produce an extra spark of brilliance (at DM’s discretion).

Example Faulty Effects:

  • Your spell misfires, affecting a random target within 10 feet.
  • Your infused item breaks after one use.
  • Your alchemical concoction causes a small explosion, dealing fire damage to creatures within 5 feet (including you).
  • A summoned turret or construct functions for only 1 round before sputtering out.

Optional Fun: On a natural 20, the effect works exceptionally well — double duration, extra damage, or other narrative flair.

 

Quick fix

Your improvisation has improved. You can now activate a faulty item again as a bonus action to attempt to fix it.When you do, reroll your Scrap work Check with advantage. If the roll still fails, the device becomes unusable until you take a short rest to repair it.

Also, whenever you roll a Faulty (1–9) result, you can choose to take 1d8 lightning damage as you shock the mechanism back into place. If you do, reroll the d20.

 

Walking Junkyard

You’ve learned to incorporate bits of scrap into your armor and gear.

  • You gain a +1 bonus to AC while wearing armor made or modified by you.
  • You can scavenge broken constructs and metal debris after combat to regain 1 expended spell slot (1st or 2nd level) once per long rest.
  • You can craft common or uncommon magical items in half the normal time.

When you use Scrapwork Activation, a Faulty roll no longer automatically fails — you can choose to reduce the effect (half duration or damage) instead of losing it completely.

 

Master of Misfire

You’ve learned to thrive in chaos.

  • Whenever you roll a 1–9 (Faulty) on your Scrapwork Check, roll a d6:
    1–2: The effect fails but creates a burst of energy, dealing 2d6 damage (type matches spell) to nearby creatures.
    3–4: The device behaves unpredictably (DM decides fun effect, e.g., random teleport, wild surge).
    5–6: Against all odds, it works perfectly this time!

Additionally, once per short rest, you can declare a malfunction intentional. When you do, you can twist a Faulty result into a powerful improvised explosion, cone of shrapnel, or other cinematic effect (DM-approved), dealing 4d8 damage in a 15-foot cone.

 

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