The world is full of treasure. Some find their heart’s
desire in the dark dungeons, crumbling ruins, or the
battlefield, others find use for discarded pieces of
detritus, finding beauty and a practical use for every
headless hammer and cracked teacup. These souls are
Packrats.
Packrats love to scavenge and haggle, making their
discoveries among the overlooked, underappreciated,
and underutilized, which goes as much for objects as it
does people and everyday experiences. While they might
not have an immediate use in mind for their broad
collections, they know value when they see it, waiting
until the right purpose presents itself. Their contacts
ensure that in the rare instances where they don’t have
what they need, they know where to get it, who to ask,
and how to obtain it.
Worldly Wiles
When you adopt this specialization at 3rd level, you gain
proficiency with one type of artisan’s tools and one
musical instrument of your choice. You also gain
proficiency in the Persuasion skill.
You can add your Intelligence modifier to Charisma
(Persuasion) checks you make to haggle or purchase
goods.
Packrat Spells
Starting at 3rd level, you always have certain spells
prepared after you reach particular levels in this class, as
shown in the Packrat Spells table. These spells count as
artificer spells for you, but they don’t count against the
number of artificer spells you prepare.
| Packrat Spells |
Artificer Level |
Spell |
3rd |
catapult, charm person |
5th |
cloud of daggers, locate object |
9th |
conjure barrage, Leomund’s tiny hut |
13th |
dimension door, locate creature |
17th |
mislead, passwall |
Handy Hold-All
Also at 3rd level, you create a companion who will not
only put up with, but enjoy your tendency to take
anything that isn’t nailed down: the handy
Hold-All.
It is friendly to you and your companions, and it obeys
your commands. See this creature’s game statistics in
the hold-all stat block. You determine the its appearance,
including its means of ambulation. While the hold-all is
within 1 mile of you, you can communicate with it
telepathically.
In combat, the hold-all shares your initiative count, but
it takes its turn immediately after yours. It can move and
use its reaction on its own, but the only action it takes on
its turn is the Dodge action, unless you take a bonus
action to command it to take another action. That action
can be one in its stat block or some other action. If you
are incapacitated, the hold-all can take any action of its
choice, not just Dodge. While the hold-all is within 120
feet of you, you can cast your artificer spells as though
you were in the hold-all’s space, but must still use your
own senses for the purposes of targeting a creature.
If the mending spell is cast on the hold-all, it regains
2d6 hit points. If the hold-all is reduced to 0 hit points or
lost, you can use your tinker’s tools to and spend 1 hour
to create a replacement from 25 gp worth of leather,
cloth, trinkets, or junk. If you create a second hold-all,
the first immediately expires, spilling its contents into
the nearest available space.
The hold-all can be improved by one infusion from the
packrat infusions list. When you reach 10th level in this
class, you can add a second infusion to it.
Combat Container
At 5th level, once on your turn when you cast a spell
originating from the hold-all, you can roll a d8, gaining a
bonus to one of the spell’s damage rolls equal to the
number rolled.
Friends in Strange Places
At 9th level, you can cast comprehend languages, illusory
script, speak with animals, or tongues without expending
a spell slot, requiring no material components. You can
use this feature a number of times equal to your
Intelligence modifier (minimum of once), and regain
expended uses of it when you finish a long rest.
Remote Access
Also at 9th level, you no longer need to be within 120
feet of your hold-all to cast spells as if you were in its
space. You can use a bonus action to see through its eyes
and hear what it hears until the end of your turn. During
this time, you can speak through the hold-all in your own
voice, and you are deaf and blind with regard to your own
senses.
Brand New Bag
At 15th level, you learn two infusions from the Packrat
Infusions list, which don’t count against your infusions
known. The first infusion you apply to your hold-all
doesn’t count against your number of infused items.
Additionally, when you or your hold-all are the target of
an attack, you can use your reaction to command the
hold-all to exchange places with you, causing the other to
become the target of the attack.
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