Base Class: Artificer
Your hands are always in motion; fiddling, tapping, tinkering. never able to sit still, you're always called out on being "hyperactive, twitchy...maybe a freak?"
Wherever you come from, you're attracted to objects; the nature of how they operate, how machines work, and how you can make them better.
You're an artificer at heart, but you prefer to use your mind for creation, rather than enhancement.
Tool Specialist
Beginning at 3rd level, you gain proficiency in the Smiths's Tools, and 2 other Tool's of your choice. When crafting equipment with Tinker's Tools or Smith's Tools, it takes you half the amount of time and half the value of gold to create the item.
In addition to this, your hard work in the Forges has built up a resistance to Fire damage.
Tinkerer Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Tinkerer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
3rd: Shield, Burning Hands
5th: Heat Metal, Magic Weapon
9th: Fireball, Dispel Magic
13th: Fabricate, Resilient Sphere
17th: Creation, Flame Strike
Factoring Scraps
Beginning at lvl 5, Whilst out and about, you can often find what others consider to be "worthless hunks" of metal; which to you, is a goldmine.
Whilst travelling, you can spend 1 minute searching an area for scraps of metal, and equipment, then make an arcana check. depending on your roll, you can spend an action to create one of the following;
10-19: You can create a small Explosive shrapnel device, that can be either pressure activated or explode on contact. its radius is 10ft, and deals 2d8[magical piercing] damage.
20-29: You manage to weave magic into the scraps, creating a temporary healing station; when used, it gives each creature in a 10ft area 2d8 temporary hit points, and is then destroyed.
31+: You Create an Element Node, that can be attached to weapons or armor; If attached to a weapon, that weapon deals an additional 1d6 of that element type; if attached to the armor, you can gain resistance to that element type on one attack of your choice. the effects wear off after 1 minute after activating.
You can use this ability a number of times equal to your intelligence modifier, and it resets on a long rest.
Scrap Savant
You're as savvy as they come when on the move, always crafting things to aid you.
Starting at Level 9, each time you take a long rest, you can create two random objects that aid you in your travels. roll 2d20's, and note them down. when you make an ability check or saving throw, you can replace a roll you make with one of the d20's. You cannot use this ability if you have already used a similar ability, such as the Lucky Feat.
In addition to this, Whenever you make an attack roll with a magic weapon, you can use your intelligence modifier for attack and damage rolls.
Master Craftsman
Beginning at 15th level, your ability to craft almost anything has led you onto great new heights.
You are Considered to be Proficient with all tools.
Whenever you craft an item, you craft the item at one rarity higher, if it has the option to be made at an increased level.
In addition to this, your hard work in the forges for years has warmed you to the fires, as you work alongside them, unaffected by the blade. You gain immunity to Fire damage.
Previous Versions
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Posted Aug 20, 2022Is there supposed to be something to select for the third option for Tool Specialist? Because nothing's showing up for me when I try to pick something.