Base Class: Artificer
Not a scholar, a researcher, or even a keen archaeologist, the hoarder is not well suited for combat. However, an expert at collecting and keeping that collection safe. By making use of the countless supplies they have acquired throughout their travels the hoarder often relies on the variety of trinkets and bobbles that they have been holding on to for far too long to perform in combat. If direct combat is unavoidable, the hoarder sadly must use what means they have in order to survive; to collect more things later obviously.
"I might need it for ... something."
(Recommendation. Stated in the classes' THE MAGIC OF ARTIFICE, As an artificer, you don’t study a spellbook or pray to prepare your spells. For this subclass, it is recommended that instead of tools or specialized equipment that instead it is better to describe casting spells from weird trinkets and nick-nacks, or even creatures instead. Such details don’t limit you in any way or provide you with any benefit beyond the spell’s effects. You don’t have to justify how you’re using different things to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from actual spellcasters.)
Hoarder Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
| Artificer Level | Spell |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Resupply
"Being prepared is often about knowing where to look."
Beginning at 3rd level, you are able to shuffle through your belongs to find equipment that might be helpful in the heat of a battle. As an action, you can find a supply item and use it. Roll a D12 and check the table for results. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
| d12 | Effect |
|---|---|
|
1 |
Nothing. You are unable to find anything of use. |
|
2-3 |
Pocket Sand. As a reaction, you can cause the next attack against you to have disadvantage. |
|
4-7 |
Bag of marbles. Giving you +2 AC until your next turn. |
|
8-9 |
Bloodcourse Medallion. Your next healing spell, causes the target to regain the maximum number of hit points possible. |
|
11 |
Fleet Florin. Increase your movement by 10 feet. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. This effect lasts for 1 minute |
|
12 |
Candle of Life. All creatures of your choice within 15 feet of you, gain temporary hit points equal to 5x your Artificer level. Additionally, if a creature is unconscious within the range of this effect are brought back with 1 hit point. |
Strange Powder
"I obtained this formula in the far east, and its origin is... somewhere?."
Throughout your travels, the hoarder collects all kinds of mysterious and often questionable remedies. At 5th level, you can spend 30 minutes preparing and applying Strange Powder that comes from unknown origins. You can benefit from the powder yourself or apply it to another creature. When you apply the powder, choose the benefit from the following options:
- Proficiency in Constitution saving throws
- Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)
A creature gains the benefit of your choice for 8 hours, until they are submerged in water, or until you apply it to a different creature.
Organised mess
"Just imagine those cool treasures, now how do I hold them all."
Starting at 9th level, your collection grows but you somehow manage to better organise your belonging in a way that makes it easier for you to know what you are looking for, although it only becomes easier for you to find things. You gain the following benefits.
- When you roll for resupply, you can reroll the die and must use the new roll, even if the new roll is a 1.
- Increases your carry capacity by your Intelligence score multiplied by 5.
- All Creatures, other than yourself, must make a Wisdom (Insight) check contested by your spell save DC when attempting to go through your belongs.
More More!!!
By 15th level, the sheer number of things that you have picked up and collected astonishes most people that come across you. The mass of items at your disposal has its benefits.
- You gain a +2 bonus to Armor Class.
- You can use Resupply as a bonus action instead.
- the maximum number of items you can infuse at once increases by 2 (can't yet implement)
Comments