Artificer
Base Class: Artificer

Snakeoilers are often frowned upon in Artificer circles, choosing to use their superior intellect and skills in invention to cheat and deceive others. They tend to save their ever-valuable and ever-limited infusions for themselves, and share with others only their low-powered trinkets, usually sold to others at exorbitant prices. While the most common image of a Snakeoiler is a shady merchant peddling worthless junk for a quick buck, many in this specialization are simple pranksters or hobbyists that have decided to focus on making entertaining gizmos rather than enchanted swords or suits of armor.
This specialization has become incredibly popular after the Last War, with many former Battle Smiths and Artillerists converting after deciding they wanted nothing to do with intense, bloody combat. Many older Snakeoilers have taken to calling this new generation "Tinkerworms", claiming that true Snakeoilers must be more interested in making money than the art of the artifice. As a general rule, newer Snakeoilers tend to be aligned with Good, while older ones tend to align with Evil.

Changelog:

1.0 - 8-16-21, 4:31 - Every class feature is written and in the proper order. Details are lacking

1.1 - 8-16-21, 5:36 - Day one patch (haha). Details have been filled in, and wording has been made more in line with the WotC standard. Visual enhancements have been made, as well, to increase readability. Changelog has been added for those interested

1.2 - 8-16-21, 5:47 - Avatars have been added. The image is from a painting called "The Snake Oil Salesman" by Morgan Weistling, upscaled using waifu2x. This is the final version before the subclass was published

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with either forgery kits or a type of gaming set of your choice.

Snakeoiler Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Snakeoiler 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

Spells

3rd

charm person, comprehend languages

5th

detect thoughts, zone of truth

9th

motivational speech, sending

13th

confusion, fabricate

17th

creation, modify memory

Swindler's Cunning

Upon becoming a Snakeoiler at 3rd level, you know that the seedy reputation of those in your specialization often proceeds them. As such, you've trained to become more charismatic than your average Artificer in an attempt to convince others that you're not all that bad. Whenever you make a Charisma check, you gain a bonus to the check equal to your Intelligence modifier (minimum of +1).

In addition, you gain proficiency in one of two skills based on your alignment. If you're aligned with Good, you gain proficiency in the Persuasion skill. If you're aligned with Evil, you gain proficiency in the Deception skill. If you already have proficiency in the new skill, you may add double your proficiency bonus to skill checks made with it. If another source also gives you double your proficiency bonus with your skill, or you're aligned to neither Good nor Evil, you may pick a skill of your choice to become proficient in.

Improved Magical Tinkering

Beginning at 3rd level, your skills in Magical Tinkering increase. The following replaces your Magical Tinkering feature:

At 3rd level, you learn how to surge your magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it either two of the following magical properties of your choice, or the same magical property twice, which adds their effects together:

  • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
  • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
  • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen properties lasts indefinitely. As an action, you can touch the object and end the properties, but you cannot change them without dismissing them first.

While a single object can only bear two properties at a time, there is no maximum number of objects you can affect with this feature at one time. 

 

Contingent Trinket

At 5th level, you gain the ability to turn an object into a Contingent Trinket using your Improved Magical Tinkering feature. You may choose one effect to add to the Trinket, and cause that effect to activate only when a certain circumstance occurs either to the object or to the person(s) or monster(s) currently in contact with the object. For example, a Contingent Trinket that causes the object to shed light might stipulate that the light only turns on when the object or its holder is in darkness. You must describe this contingency as soon as you turn an object into a Contingent Trinket.

The magical effect activates immediately upon the contingency being met, whether you want it to or not, until you remove the magic from the object.

Tinkered Surge

Beginning at 9th level, you can cause your Magically Tinkered objects to dispel their magic in explosive surges. If you're within 10 miles of one of your Magically Tinkered objects, you can use an action to cause a magical surge to erupt from it, ending its magical effect. The effect of these surges depends on what the object was made to do when it was first Magically Tinkered:

  • If the object sheds light, its surge creates a momentary flash of light so strong that it pierces through even magical darkness. This forces all targets within 5 feet of the object to make a Dexterity saving throw. On a failure, the target is Blinded until your next turn.
  • If the object emits a recorded message or a nonverbal sound, its surge emits a screeching, garbled version of its normal message, forcing all targets within 10 feet of it to make an Intelligence saving throw. On a failure, the target is Deafened until your next turn.
  • If the object emits an odor, its surge emits an explosive discharge of gas, giving off an overpowering version of whatever scent was originally on the object. All targets within 10 feet of the object must make a Constitution saving throw; on a failure, the target is Poisoned. The Poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • If the target bears a static visual effect, its surge causes the effects on its surface to swirl around either the holder of the object or one creature within 5 feet of the object. The target must make a Wisdom saving throw or be Frightened. The Frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

You may only cause one of these effects to happen per object, even if it's under multiple effects at the same time.

In addition, any of these effects can activate as part of your Contingent Trinket feature, regardless of range.

Superior Magical Tinkering

Starting at 15th level, any skill or ability checks you make that relate to your Magically Tinkered objects (ex. Stealth or Sleight of Hand rolls to hide to hide Tinkered objects, Persuasion or Deception rolls to convince someone that your Tinkered items are more magical than they are, etc.) are made with advantage.

Snakeoiler Image

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