Artificer
Base Class: Artificer

It is time for the mystic toys o your creation to go through the world. Go forward with you toy companions and a couple of toy weapons along the way.

A Toy Toolbox

3rd-Level Toymaker Feature
Reaching 3rd level, you got to be ready for your toy making journey. You have the Mending cantrip prepared and it doesn't count towards the number of cantrips you know. You are proficient in Weaver's Tools and Improvised Weapons. Improvised Weapons deal a minimum of 1d6 in your hands. If you are already proficient in Weaver's Tools, you can gain proficiency in another set of Artisan's Tools of your choice.

Toymaker Spells

3rd-Level Toymaker Feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Toymaker Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Toymaker Specialist Spells

ARTIFICER

LEVEL

SPELLS

3rd

Heroism, Shield of Faith

5th

Calm Emotions, Detect Thoughts

9th

Beacon of Hope, Bestow Curse

13th

Charm Monster, Find Greater Steed

17th

Animate Objects, Awaken

The Gifted Toybag

3rd-Level Toymaker Feature
Reaching 3rd level, you gain yourself an item that is fitting of yourself as a fellow person in the toy making community. You gain The Gifted Toybag. The Gifted Toybag is an extradimensional space item that is able to hold an amount of pounds (lbs.) equal to 250 times your proficiency bonus, but it is able to hold an unlimited amount of toys.

If The Gifted Toybag is destroyed, you can make one during a long rest with a DC 20 Weaver's Tools Check and 2,500 GP. However, you can lower the money by 1,500 GP and lower the DC by 5 if you use a Bag of Holding as a component instead; if were to use a Bag of Holding, it must not be one that you created from your Infusions.

Sera Dolens

3rd-Level Toymaker Feature
Upon taking this subclass at 3rd level, you are able to create a specialized set of toys for yourself. You are able to create a set of Sera Dolens, Construct toys; you are able to create 3 of them during a long rest and they stay with you until they die. And until all of them die, you can't summon another Sera Dolen.

Sera Dolen

Armor Class 12 plus your proficiency bonus (natural armor)

Hit Points 5 + your Intelligence modifier + two times your artificer level (the vehicle has a number of Hit Dice [d8s] equal to your artificer level)

Speed 30 ft., Climb 30 ft.

STR
16 (+3)
DEX
18 (+4)
CON
14 (+2)
INT
4 (-3)
WIS
10 (+0)
CHA
4 (-3)

Saving Throws Dex +4 plus PB, Con +2 plus PB

Skills Athletics +3 plus PB, Acrobatics +4 plus PB, Perception +0 plus PB × 2, Stealth +4 plus PB

Damage Vulnerabilities Psychic (Loses it at 15th Level)

Damage Resistances Radiant

Damage Immunities Bludgeoning (10th Level), Poison (10th Level)

Condition Immunities Charmed, Exhausted, Frightened, Poisoned, Stunned

Senses Blindsight 60 ft., Darkvision 60 ft., passive Perception 10

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Constructed Nature. The Sera Dolen doesn’t require air, food, drink, or sleep.

False Object. If the Sera Dolen is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the it move or act, that creature must succeed on an Investigation or Perception check against your Spell DC to discern that the toy is animate.

Keep Track (15th Level). Upon its creation, a Sera Dolen is magically connected to a mundane rock called a tracking stone. While holding the stone and speaking to the toy directly, a creature can instruct the toy to perform a simple action with a trigger. Up to three different triggers can be specified. When a specified trigger occurs, the tracking stone vibrates. A creature holding the stone can use an action to learn the toy’s location, up to 500 feet away. In addition, the stone’s holder can use an action to mentally order the toy to attack whatever triggered the stone to vibrate.

Magic Weapon (5th Level). The Sera Dolen's weapons become magical.

Nimble Moves (9th Level). The Sera Dolen can use the Dash and Disengage options as an Action or Bonus Action.

Vigilant. The engine can’t be surprised.

Vision Ward. The Sera Dolen emits a magical aura that blocks divination magic. Any creature within 10 feet of the toy can’t be targeted by any divination magic, or perceived through magical scrying sensors.

Actions

Bonk. Melee Weapon Attack: Spell Attack Roll to hit, reach 5 ft., one target. Hit: 5 (1d10 + PB) bludgeoning damage. If it utilizes Climbing onto a Bigger Creature, it can attack in timing with it.

Fist. Melee Weapon Attack: Spell Attack Roll to hit, reach 5 ft., one target. Hit: 5 (1d6 + PB) bludgeoning damage.

Mini Bolt Gun. Ranged (20/600 ft.) Weapon Attack: Spell Attack Roll to hit, reach 5 ft., one target. Hit: 5 (1d4 + PB) Piercing damage (nonlethal). If it is used on a creature two sizes larger, it deals an additional 1d4 damage.

Poke. Melee Weapon Attack: Spell Attack Roll to it, reach 5 ft., one target. Hit: 0 Damage. Wakes targets that are asleep.

Toy Hammer. Melee Weapon Attack: Spell Attack Roll to hit, reach 5 ft., one target. Hit: 5 (1d4 + PB) Bludgeoning damage. Deals double damage to Incapacitated, Stunned and Unconscious targets but would make them lose the condition. It can be heard 300 feet away due to its squeaky noises.

Kitchen Knife. Melee Weapon Attack: Spell Attack Roll to hit, reach 5 ft., one target. Hit: 5 (1d4 + Toymaker's Intelligence Modifier + PB) piercing damage.

Repair (3 + your Intelligence modifier/Day). The magical mechanisms inside the engine restore 1d6 + PB hit points to itself or to one construct or object within 10 feet of it.

Rocket Fist (9th Level). Melee / Ranged (30/200 ft.) Weapon Attack: Spell Attack Roll to hit, one target. Hit: 5 (1d6 + PB) Bludgeoning, Cold, Fire or Force damage.

Frost Patch (Recharge 5-6) (9th Level). A 10-foot square within 60 feet the toy can see is covered in chilling frost. All creatures in the area must make a Constitution Saving Throw against your Spell DC. On a failed saving throw, a creature takes 10 (3d6) cold damage and is incapacitated until the beginning of the toy’s next turn. On a success, a create takes half damage and is not incapacitated. 

Toy Arsenal

5th-Level Toymaker Feature
Reaching 5th level is where you start to go a bit nutty with toy making. You make a set of Improvised Weapons that are toys which utilize your Spell Attack Roll for attack rolls and your Intelligence Modifier for damage rolls, dealing a minimum of 1d6 Bludgeoning, Force, Piercing, Slashing or Thunder damage no matter the form it takes on (for the toy weapons can take on forms or traits of weapons you are proficient in). Which not only you are proficient in, but all of your toys too including the Sera Dolens are able to utilize them.

In addition, your Sera Dolens, toy and construct creatures you create or control are able to utilize your toy Improvised Weapons and have a multiattack where they can attack an amount of times equal to half of your proficiency bonus (minimum of 2).

Plus you can command your Sera Dolens, toy and construct creatures you create or control as part of your Attack option or Bonus Action.

Constructing Toy Hearts

9th-Level Toymaker Feature
Exactly at 9th level, you are able to summon up to two constructs in place of your Sera Dolens. The constructs must be of a CR equal to your proficiency bonus and it is during the long rest. But the same still applies that until all three of the summon perished that you can't summon another one.

You are also able to heal your constructs with your healing abilities and spells, even if they are restricted from Constructs. You can also use an Action to heal them with your tools, requiring a DC 15 tool check of any tool; if you succeed, they heal for an amount of hit points equal to your Intelligence Modifier plus your Artificer Level. If you fail, they are Incapacitated until the end of your next turn.

Toy Mastery

15th-Level Toymaker Feature
Reaching the highest point of this subclass at 15th level, you finally are able to show your creative tricks with the toys you have; especially with weapons.

You gain three special Toy Weapons that you, your Sera Dolens, your toy and construct creatures you summon or create can utilize: Yo-Yos, BeyGomzas, Squirt Gun.

Yo-Yos. Melee Attack: Spell Attack Roll. Hit: 1d6 plus your Intelligence Modifier in Bludgeoning, Piercing or Slashing Damage. Has the light property and a specialized reach property of 5 times your proficiency bonus in feet.
BeyGomzas. Melee / Ranged (60/400 ft.) Attack: Spell Attack Roll. Hit: 1d4 plus your Intelligence Modifier in any damage type. If you manage to deal a critical hit, those of your choice within 15 feet of the critically hit target take 10 damage of the same type that has been hit with.
Squirt Gun. Ranged (30/120 ft.) Attack: Spell Attack Roll. Hit: 2d4 plus your Intelligence Modifier in Cold Damage. Requires a Bonus Action to refill even if apply the Repeating Shot Infusion in it. You can also fuel the Squirt Gun with Acid(s), Alchemist Fire, Poisons (of any kind) and damaging liquids; a vial is considered one shot.

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