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Packrat

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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