Artificer
Base Class: Artificer

Artificers may be known for their brilliant inventions, but tinkerers are something else entirely. Tinkerers are constantly tweaking and tinkering with devices or inventing something new whenever the opportunity presents itself. A true tinkerer can’t resist messing with something that piques their interest, even if it’s something best left alone. These quick thinkers can be sure to come up with a solution to any problem in a pinch, and execute their plans before anyone can object. As their abilities grow, a tinkerer can focus their attentions to a particular field of research in order to bolster their inventions with a number of effects.

Tinkerer Features

Artificer Level Feature
3rd Tool Proficiency, Create Contraption
5th Efficient Creations
9th Special Inventions
15th Engineering Master

Tool Proficiency

3rd-level Tinkerer feature

You gain proficiency with tinker’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Create Contraption

3rd-level Tinkerer feature

Your tinkering allows you to create tiny devices that can be used for a number of purposes.

Contraptions Known

When you gain this feature, pick four contraptions to learn, choosing from the “Tinkerer Contraptions” section. You learn additional contraptions of your choice when you reach certain levels in this class. The number of contraptions you know is the same as the number of infusions you know, as shown in the Infusions Known column of the Artificer table.

Whenever you gain a level in this class, you can replace one of the contraptions you learned with a new one.

Creating a Contraption

As an action, you can create a contraption on any surface within 5 feet of you that you can see, providing you have tinker’s tools on your person. If the surface is destroyed or the contraption is moved more than 10 feet from where you placed it, it deactivates and stops working. The contraption is obvious to you and any creatures who see you create it, otherwise it requires a detect magic spell or successful Intelligence (Investigation) check against your spell save DC to be found.

Your contraptions remain in place and functional until they are activated, destroyed, you are killed or you finish a long rest. Your contraptions also stop functioning if you give up your knowledge of the contraption for another one.

You can use this feature a number of times equal to the number of infusions you can create, as shown in the Infused Items column of the Artificer table. You regain all uses of this feature when you finish a long rest.

Efficient Creations

5th-level Rune Master feature

Your incessant tinkering has caused you to come up with numerous ways to improve your inventions. Whenever one of your contraptions is activated, you gain a bonus to each roll of the contraption equal your Intelligence modifier (minimum of +1). That roll must restore hit points or deal damage, and does not apply to the additional damage caused by the Venomizer gadget.

Special Inventions

9th-level Rune Master feature

You have dedicated much of your time to unlocking the capabilities of your inventions, and have reached a crossroads where you could focus on different types of contraptions. When you gain this feature, choose a field of research that adds new effects and capabilities to your contraptions:

Greater Gadgets

You’ve found a way to pack even more into your gadgets, and recycle their components into more contraptions. With slight modifications, your gadgets bolster the defences of their users, and can be deactivated early to regain uses of your contraptions. You gain the following benefits:

  • Creatures affected by your gadgets gain a +2 bonus to Armor Class for the duration. If a gadget does not specify a duration, this effect lasts until the end of the creature’s next turn.
  • Using tinker’s tools, you can take a bonus action to deactivate a gadget that is within 5 feet of you. You can recreate it on the same turn as an action, so long as it has at least one activation remaining. You can recreate the gadget any surface within 5 feet of you that you can see, retaining the same number of activations.
  • When you deactivate a gadget that has never been activated, you can regain one use of the Create Contraption feature instead of recreating it.

Greater Gizmos

You’ve discovered a way to incorporate a short-range sonar into your gizmos, allowing you to detect physical and disturbances that occur around them. This detector also enhances your ability to activate your gizmos a precise moments. You gain the following benefits:

  • You can detect movement in a 30 foot radius around your gizmos that are within 300 feet of you. You can detect the size of the object or creature, as well as their location in regards to the gizmo. You cannot distinguish specific details about their appearance, or whether a creature is friendly or hostile towards you.
  • If you activate a gizmo based off what you detect with this detector, you have a faint idea about how the creature is moving in relation to the gizmo, but no further details.

Engineering Master

15th-level Rune Master feature

Your dedication to tinkering has resulted in the invention of many devices you never thought possible. By applying the secrets you’ve discovered, you have found your own inventive style, and can create unbelievable devices that fit in the palm of your hand. When you gain this feature, choose a spark of inspiration that represents the power of your creativity:

Arcane Inventor

Your proficiency and expert inventiveness allows you to create powerful arcane devices in a similar manner. You can expend one use of your Create Contraption feature to cast the glyph of warding spell at 5th level without material components. The glyph takes on the appearance of a device similar to a Tinkerer Contraption, instead of being inscribed on the ground. The casting time of the spell becomes 1 action and the duration ends after you finish a long rest.

Once you use this feature, you can’t use it again until you finish a long rest.

Gadgeteer

Prerequisite: Greater Gadgets

Your Special Inventions have produced a range of portable, pocket-sized gadgets. Through much trial and error,  you have been able to produce gadgets that remain stable when transported. Your gadgets no longer deactivate if they are moved more than 10 feet away from where you created them. Using this new capability, you can create gadgets that you and your allies can carry around with you.

Trap Master

Prerequisite: Greater Gizmos

With much experimentation, you have become proficient at triggering your gizmos with finesse, and have fine tuned your sonar sensors. You can activate a gizmo as a reaction when a creature uses an action while in range of it. You can also use the sonar gained from the Special Inventions (Greater Gizmos) feature to detect when a creature uses an action. If you activate a gizmo based off what you detect with this feature, you have a general idea of how the creature is moving or attacking in relation to other creatures in the area, or if they are casting a spell, but no specific details about the action they are taking.

Tinkerer Contraptions

Contraptions are tiny, unassuming devices that hold a magical spark within. When activated, contraptions can produce a number of effects depending on its purpose. Some of your contraptions require you to make an attack roll for the contraption, which uses your Artificer spell attack modifier. Some of your contraptions require the target to make a saving throw, which uses your Artificer spell save DC. There are two types of contraption which are each activated differently:

Gadgets - These contraptions can be activated by a creature that is touching it as a bonus action, so long as the creature knows what it is or how to activate it. A gadget you create on the ground can be activated by stepping on it and expending 5 feet of movement (no action required).

Gizmos - These contraptions can be activated by you as a bonus action on your turn, if it is within 300 feet of you. Gizmos can also be activated as a reaction when a creature moves while in range of it. You must be able to see or otherwise obtain knowledge about the area around the gizmo to activate it this way.

 Each contraption can only be activated once, unless otherwise specified.

 Some contraptions specify a minimum artificer level. You can’t learn such a contraption until you are at least that level.

Bright Spark

This gizmo creates a blinding flash of light that briefly illuminates an area. When you activate this contraption, each creature in a 15-foot-radius sphere centred on the gizmo must make a Constitution saving throw. On a failed save, the target takes 1d4 radiant damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn't blinded

When you reach 10th level in this class, a creature is blinded for 1 minute on a failed save. A blinded creature can make a Constitution saving throw against your spell save DC at the end of each of its turns, ending the effect on itself on a success.

Cloaking Field

Prerequisite: 10th-level artificer

This gadget wraps a target in an illusion that hides them from sight. When a creature activates this contraption, it becomes invisible for the duration. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The effect lasts for 10 minutes or until the creature attacks, casts a spell or stops touching the gadget. When the effect ends, the contraption deactivates.

Deconstructor

Prerequisite: 14th-level artificer

This gizmo implodes when activated, blasting a hole in any surface it attached to. When you activate this contraption, each creature in a 10-foot-radius sphere centred on the gizmo must make a Dexterity saving throw. On a failed save, the target takes 2d4 bludgeoning damage, or half as much damage on a successful one. The gizmo excavates a hole within a 5-foot-radius of a non-magical surface it was attached to, and turns the ground in a 10-foot radius into difficult terrain.

Deep Freeze

Prerequisite: 10th-level artificer

This gizmo causes a blast of cold which spreads across any surface, freezing creatures in their tracks. When you activate this contraption, each creature in a 30-foot square centred on the gizmo must make a Dexterity saving throw. On a failed save, the target takes 1d6 cold damage and its speed becomes 0 until the end of their next turn, during which time it can't benefit from any bonus to its speed. On a successful save, it takes half as much damage and its speed is unaffected.

When you reach 18th level in this class, the damage increases by 1d6.

Disruptor Charge

Prerequisite: 6th-level artificer

This gizmo creates a inverse energy wave which can cancel out certain damage types. When you activate this contraption, each creature in a 10-foot-radius sphere centred on the gizmo gains resistance to one of the following damage types: acid, cold, fire, lightning or thunder. You choose the damage type when you activate the gizmo, and the effect lasts until the end of your next turn.

When you reach 14th level in this class, you can also choose from the following damage types: force, necrotic, poison, psychic or radiant.

Energy Snare

Prerequisite: 6th-level artificer

This gizmo entangles a target within 5 feet of it with ribbons of energy, cutting deeper as the creature struggles. When you activate this contraption, the target must succeed on a Strength saving throw or it is restrained for 1 minute. While restrained, the creature takes 1d4 slashing damage at the start of each of its turns.

A creature restrained by the gizmo can use its action to make a Strength check against your spell save DC to free itself.

When you reach 14th level in this class, you roll a d8 for damage dealt by this gizmo in place of the usual d4.

Flame Wheel

This gizmo unleashes a swirling vortex of fire that engulfs an area. When you activate this contraption, each creature in a 5-foot-radius, 20-foot-high cylinder centred on the gizmo must make a Dexterity saving throw. On a failed save, the target takes 1d10 fire damage, or half as much damage on a successful one.

When you reach 10th and 18th level in this class, the damage increases by 1d10.

Multi Detector

Prerequisite: 6th-level artificer

This gadget detects magic within 30 feet, and can be used to reveal the purpose of that magic. When a creature activates this contraption, it gains the ability to detect any creature or object in the area that bears magic, and determine what type of magic it is. The creature can detect invisible creatures and objects, visual illusions, shapechangers or a creature that is transformed by magic, and other forms of concealing magic. The effect lasts for 10 minutes or until the creature stops touching the gadget.

Quick Fixer

This gadget automatically patches up wounds in an appropriate manner. When a creature activates this contraption, it regains 1d6 hit points. This gadget has no effect on undead or constructs.

When you reach 10th and 18th level in this class, this contraption can be activated one additional time before disappearing.

Repulsion Bubble

Prerequisite: 10th-level artificer

This gizmo creates a sphere of energy that forcefully ejects creatures from the area. When you activate this rune, each creature in a 10-foot-radius sphere centred on the contraption must make a Dexterity saving throw. On a failed save, a creature takes 1d4 force and is pushed out of the area. On a successful save, it takes no damage but is still pushed out of the area. If you are able to see or otherwise obtain knowledge about the area around the contraption, you can designate any number creatures to be unaffected by it.

The contrption leaves behind a barrier that prevents creatures from entering or reaching into the area until the end of your next turn. Creatures can still cast spells or make attacks with ranged or reach weapons through the barrier. Creatures that are unaffected by the contraption are also unaffected by the barrier.

When you reach 18th level in this class, a creature that fails its saving throw is pushed back 30 feet instead.

Shield Projector

Prerequisite: 14th-level artificer

This gadget surrounds a creature in an energy ward that protects it from harm. When a creature activates this contraption, it gains temporary hit points equal to half your artificer level (rounded up), which last for 10 minutes. The creature has advantage on Strength and Dexterity saving throws while it has these hit points.

Spring Trap

This gizmo causes sharp spikes to erupt from within it, piercing a creature within 5 feet of it. When you activate this contraption, make a melee spell attack for the gizmo. On a hit, the target takes 1d8 piercing damage. The spikes remain in place for 10 minutes, damaging any creature which moves into the same space as the contraption.

When you reach 10th and 18th level in this class, the contraption produces one more set of spikes. Make a separate attack roll for each of them.

Thunderball

Prerequisite: 6th-level artificer

This gizmo stores electrical energy, and rapidly discharges lightning bolts when activated, striking creatures within 30 feet of it. When you activate this contraption, make a ranged spell attack for the gizmo. On a hit, the target takes 1d6 lightning damage.

This gizmo has a number of charges equal to your proficiency bonus and looses a charge each time it is activated. The contraption can be activated multiple times, as long as it has at least 1 charge remaining.

Timeblender

This gadget grants a creature a burst of speed. When a creature activates this gadget, its speed increases by 30 feet until the end of its turn.

This gadget has a two charges, and looses a charge each time it is activated. The contraption can be activated multiple times, as long as it has at least 1 charge remaining.

When you reach 10th level in this class, this contraption can be activated two additional times before disappearing.

Translocator

Prerequisite: 14th-level artificer

This gizmo is capable of teleporting any nearby creature to its location. When you activate this contraption, choose a creature you are familiar with. If the creature is on the same plane and within 120 feet of the contraption, it must make succeed on a Charisma saving throw or be teleported to the gizmo. If the target recognises that it is being summoned, it can fail the saving throw voluntarily. On a successful save, the gizmo deactivates and the creature becomes aware that you used magic in an attempt to manipulate it.

When a creature is teleported, they appear in the nearest unoccupied space within 20 feet of the contraption. The creature can bring along any objects they are holding or wearing, as long as their weight doesn’t exceed what it can carry.If the target is not on the same plane, is not within 120 feet of the contraption, a does not have a space to teleport to, the gizmo fails and deactivates.

Venomizer

This gadget coats a creatures weapons with magical poison for the rest of the round. When a creature activates this contraption, any time they hit a creature with a weapon attack for the duration of the effect, the target takes an extra 1d4 poison damage

When you reach 10th level in this class, the effect lasts for 1 minute.

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