Artificer
Base Class: Artificer

Every practitioner of science is familiar with the scientific method, specifically the concept of trial and error. Mad Scientists are all too familiar with experimentation and the many failures that come with it, so much so in fact that they have learned to harness pure chaotic energy that is spawned from when they attempt to do something and fail.

These masters of mishaps can turn their own shortcomings into moments of pure chaotic chemistry that can bolster themselves or their allies. While this experimental arcana is usually helpful for the artificer, it may rarely apply further dangers for the scientist and those around them. Mad Scientists, by nature are unpredictable and wild, and so is their magic.

Tool Proficiency

3rd-level Mad Scientist feature

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

Mad Scientist Spells

3rd-level Mad Scientist feature

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

Mad Scientist Spells

Artificer Level Spell

3rd

bane, fog cloud

5th

acid arrow, shatter

9th

bestow curse, lightning bolt

13th

black tentacles, confusion

17th

modify memory, raise dead

Trial and Error

At 3rd level, you have mastered the scientific method of experimentation and as such you instill random acts of magic and science whenever you make an attack roll, ability check or saving throw and fail. Roll on the trial and error table.

Trial and Error Table

D100

EFFECT

01–02

Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.

03–04

For the next 10 minutes, you can see any invisible creature within 60 feet of you, provided it isn’t behind total cover. Your eyes become writhing sensory tendrils.

05–06

An imp controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.

07–08

You cast stinking cloud as a 3rd-level spell centered on yourself.

09–10

Choose one ability score and roll a d4. For the next minute, if you rolled an even number, you have advantage on ability checks and saving throws made with that ability score. If you rolled an odd number, you instead have disadvantage on ability checks and saving throws made with that ability score for the next minute.

11–12

Your unarmed strikes deal radiant damage for the next 10 minutes.

13–14

You cast confusion centered on yourself.

15–16

For the next minute, you regain 5 hit points at the start of each of your turns.

17–18

You grow a Tortle shell around your body that lasts for the next hour. Your AC becomes 17.

19–20

You cast the lightning bolt spell at 5th level.

21–22

The creature closest to you becomes stunned until the beginning of your next turn.

23–24

Your skin becomes covered in plants and you gain vulnerability to fire damage. A remove curse spell can end this effect.

25–26

An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.

27–28

For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.

29–30

You teleport up to 60 feet to an unoccupied space of your choice that you can see.

31–32

Each creature of your choice within 15ft of you gains temporary hit points equal to your proficiency bonus.

33–34

Maximize the damage of the next damaging spell you cast within the next minute.

35–36

Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. A remove curse can reverse this.

37–38

Your walking speed increases by 15ft for the next hour.

39–40

You regain hit points equal to your artificer level.

41–42

You turn into a potted plant until the start of your next turn (you retain your current AC and hit points). While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.

43–44

Your breath becomes fiery hot. You can use an action to exhale fire in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (against your spell save DC), taking 3d6 fire damage on a failed save, or half as much damage on a successful one. This lasts until the next time you become unwillingly unconscious.

45–46

You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.

47–48

You grow a unicorn horn. When you spend an action to touch another creature with the horn, that creature regains 2d8 hit points. This lasts until the next time you become unwillingly unconscious.

49–50

You regain 1d4 of 1st level spell slots.

51–52

A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.

53–54

You are immune to being intoxicated by alcohol for the next 5d6 days.

55–56

One of your appendages is replaced by a tentacle which you can use to make unarmed strikes. If you hit with your tentacle, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. The tentacle can be dispelled by a dispel magic spell.

57–58

For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.

59–60

You become blinded for the next 10 minutes, and gain blindsight out to a range of 10ft.

61–62

A halo appears above your head for the next minute. You and up to two other creatures of your choice that you can see are affected by the bless spell while the halo lasts.

63–64

You cast sending. Whomever receives your message, takes psychic damage equal to the number of words in the message.

65–66

Up to three creatures you choose within 30 feet of you take 4d10 poison damage.

67–68

You are frightened by the nearest creature until the end of your next turn.

69–70

Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.

71–72

You gain resistance to all damage for the next minute.

73–74

A random creature within 60 feet of you becomes poisoned for 1d4 hours.

75–76

You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.

77–78

You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.

79–80

Illusory flames surround you until the end of your next turn. All melee attack rolls made against you for the duration are made with disadvantage.

81–82

You can take one additional action immediately.

83–84

Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.

85–86

Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled. This lasts until the next time you become unwillingly unconscious.

87–88

You are teleported 600ft up into the air.

89–90

You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.

91–92

If you die within the next minute, you immediately come back to life as if by the reincarnate spell.

93–94

You become Tiny size for the next hour.

95–96

You and all creatures within 30 feet of you gain vulnerability to thunder damage for the next minute.

97–98

You regain one of your highest spell slots.

99–00

You treat your next attack roll, ability check or saving throw as if you rolled a 20 on the die.

Chemical Conversion

At 5th level, you now can use chemical conversions to alter the fabric of your spells. Whenever you cast a damage dealing spell using your alchemist’s supplies as the spellcasting focus, you can substitute the spell's damage type with either acid or psychic damage.

Catalytic Chaos

Starting at 9th level, you have the ability to activate your chaotic mishaps by merely witnessing others falter in their endeavors. When another creature you can see within 30ft of you fails an attack roll, an ability check, or a saving throw, you can use your reaction to roll on your trial and error table as if you had failed your roll.

Expert Experimentalist

15th-level Mad Scientist feature

You have been exposed to so many failed experiments that you now understand how to gain near total control of the scientific method.

When you roll on your trial and error table, you can now choose the effect of the number you rolled or any adjacent effect on the table. Additionally, after rolling on the table you can choose to gain advantage or disadvantage on all attack rolls, ability checks and saving throws that you make before the beginning of your next turn.

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