Artificer
Base Class: Artificer

Cackling madly, a goblin finds her prize of an abandoned gnomish workshop and the promise of loot ready for re-purposing. A kobold tinkers around with making armour for his tribe using various scraps of trash and broken weapons. The Junkrat is innovative in their ability to recycle and re-purpose whatever they get their hands onto. Be it creating rudimentary armour, strange and wondrous contraptions, disassembling whatever they can get their hands on, or chasing away anything that might stake a claim to their haul, the eccentric nature of junkrats grants them a certain unpredictability that has left them at the fringes of their craft.

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.

Junkrat Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Junkrat Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Junkrat Spells

Artificer Level Spell

3rd

fog cloud, thunderwave

5th

locate object, shatter

9th

daylight, stinking cloud

13th

confusion, vitriolic sphere

17th

cloudkill, transmute rock

Scrappy

At 3rd level, when wearing light or medium armor, your efforts in creating ad hoc ablative shielding seem to begin paying off as when you finish a long rest, you grant yourself a temporary bonus to your AC, equal to your Intelligence modifier. This bonus to your armor class is reduced by 1 for every hit scored against you until this bonus depleted.

You also gain proficiency with improvised weapons and unarmed attacks. Additionally you have advantage on saving throws against the Frightened condition.

Thingamajig!

At 5th level you may create a deployable shell. Deployable shells are required for Junkrat special infusions. A deployable shell is crafted with any tools you are proficient in with and various random scrap, junk, and/or unused items, weighing 5lbs, taking up a 1cu. ft of space, and has no gold value.
Additionally you add a new Arcane infusion to your list, this is a Junkrat special infusion called: Thingamajig! Roll a d4 to determine the item created when infusing a Thigamajig!

Thingamajig

Roll Description

1 - Dud

You may throw a Dud up to 30 feet causing it to be destroyed and creating a 5ft radius cloud of smoke for a number of rounds equal to your Intelligence modifier, the affected area is heavily obscured. The smoke disperses to a light or moderate wind (at least 5 miles per hour).

2 - Spike Tosser

You may throw a Spike Tosser up to 30 feet. Once deployed, the Spike Tosser spreads a rain of shrapnel in a 10ft radius. This area is difficult terrain. If a creature moves through or within it must make a Dexterity save (DC = 8 + Your Proficiency + Intelligence Modifier). On a failed save the target takes d4 piercing damage, taking half as much damage on a successful save.

3 - Quick Knife

The Thingamajig turns into a pair of +1 daggers when used, these daggers break in a number of rounds equal to your Intelligence modifier.

4 - Slasher Gloves

The Thingamajig turns into a pair of bladed gloves. Your Unarmed attacks cause Slashing damage instead of Bludgeoning and gain a +1 to attack rolls and damage. These gloves break in a number of rounds equal to your Intelligence modifier.

Make Cover

9th level you are able to use the terrain around you more effectively, spending an action to fortify your position with whatever junk, trash, items or debris is within arms reach.

As an action begin to throw down a special contraption of items roped, tied, or otherwise stuck together to make temporary cover, granting yourself half cover. If you are already in cover, this action instead further reinforces it by increasing half cover to three-quarters, or three-quarters to full.

This temporary cover has hit points equal to your Artificer level + your Intelligence modifier. Whenever you take damage, the temporary cover takes the damage instead. If this damage reduces your temporary cover to 0 hit points, you take any remaining damage and your temporary cover falls apart.

Spellbomb

At 15th level you gain a new Arcane infusion, this is a Junkrat special infusion called: Spellbomb.

At the end of a long rest or while crafting a depolyable shell, you may imbue the device with an area of effect spell that requires an action to cast that you know, by casting that spell on it, turning it into a Spellbomb. When thrown, up 30 feet, the Spellbomb detonates, causing the spell to go off centered on that location. If the spell has a duration longer than Instantaneous or requires concentration, now lasts a number of rounds equal to your Intelligence modifier. You may only have a number of Spellbombs using spells up to a level equal to your Intelligence modifier (maximum of 5).

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