Toymaker
The Toymaker is an artificer that specialises in making small, playful contraptions. Such objects can include capes that can billow on command, clothes that can change appearance on a whim, and face paints that change colour depending on moods.
However, a Toymaker is also capable of making much more elaborate contraptions out of everyday objects, turning them into complex devices that can help their party in a variety of tasks from reconnaissance to combat.
You gain proficiency with tinker’s tools. If you already have proficiency with tinker’s tools, you gain proficiency with one other type of artisan's tools of your choice.
You always have certain spells prepared after you reach particular levels in this class, as shown in the Toymaker Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
You are always fiddling with simple knick-knacks. You can now have a number of objects affected by your Magical Tinkering feature up to twice your Intelligence modifier (minimum of two objects). Additionally, you can choose to spend three uses of your Magical Tinkering to create a common magic item. You can’t make scrolls, potions, or tattoos with this feature. If you try to exceed your Magical Tinkering’s maximum, the oldest property immediately ends, and then the new property applies (as normal). If the oldest object is a magic item, it crumbles into dust and then the new property applies.
Your tinkering has allowed you to create animated toys. You know the Homunculus Servant artificer infusion, and it doesn’t count against the number of infusions you know. Whenever you use this infusion, the material cost required is halved. Additionally, you can bestow the homunculus with an additional trait, choosing from the options below: Advanced Scanner. The homunculus is able to use its fine tuned sensors to pick up on subtle phenomena. Once before the end of your next long rest, when a creature you can see within 5 feet of the homunculus makes an ability check using Investigation, Nature, Medicine, or Perception, you can use your reaction to have the creature roll a d4 and add the number rolled to the check. This also uses the homunculus’ reaction. Explosive Trigger. You can command the homunculus to blow up. Each creature within 10 feet of the homunculus must make a Dexterity saving throw against your spell save DC, taking 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The homunculus is destroyed when the explosion is triggered. Homing Beacon. You are able to detect the location of the homunculus. Once before the end of your next long rest, you can use an action to magically sense the current location of the homunculus as long as it is within 1 mile of you and on the same plane of existence.
You’ve become adept at making small toy Constructs. You can have up to two items infused with the Homunculus Servant infusion, and you can command both homunculi with the same bonus action. If you have more than one homunculi with the same trait, you can use the trait from each homunculus once before the end of your next long rest. In addition, the maximum number of items you can infuse at once increases by 1, but this extra item must be used by the Homunculus Servant infusion.
Just as you are skilled in creating contraptions, you also easily dismantle them. As an action, you present your tinker’s tools and emit a pulse of energy. Each Construct of your choice within 30 feet of you must make a Constitution saving throw against your spell save DC. If the creature fails its saving throw, it malfunctions for 1 minute or until it takes any damage. A malfunctioning creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. In addition, when a Construct fails its saving throw, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Dismantle Construct table. Once you use this action, you must finish a short or long rest before you can use it again.
Your contraptions’ functions become more elaborate. A homunculus made using the Homunculus Servant infusion now has an AC of 15. Additionally, each of the traits from your Toy Companion feature gain further improvements, as shown below. Advanced Scanner. You can now use your reaction to activate this trait when a creature makes an ability check using any skill that uses Intelligence or Wisdom and is also within 30 feet of the homunculus Explosive Trigger. The damage from the explosion now deals 3d8 bludgeoning damage on a failed save and half as much on a successful one. In addition, while holding the homunculus, you can use an action to set a trigger that will cause it to explode. This trigger can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within range (for example, if someone says a specific word or if a human with brown hair comes within 10 feet of the homunculus). If you set a new trigger, the old one is forgotten. Homing Beacon. As part of the same action you use to activate this trait, you can also see and hear from the homunculus as if you were located where it is. While using your senses in this way, you are blinded and deafened in regard to your own surroundings. This effect lasts for 1 minute and you can end it early as an action.
You improve upon your toy-making processes, gaining the following benefits:
Tools of the Trade
3rd-level Toymaker featureYou gain proficiency with tinker’s tools. If you already have proficiency with tinker’s tools, you gain proficiency with one other type of artisan's tools of your choice.
Toymaker Spells
3rd-level Toymaker featureYou always have certain spells prepared after you reach particular levels in this class, as shown in the Toymaker Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Toymaker Spells | |
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Artificer Level | Spell |
3rd | Tenser’s floating disk, unseen servant |
5th | locate object, shatter |
9th | sending, slow |
13th | banishment, polymorph |
17th | telekinesis, wall of light |
Novelty Doodads
3rd-level Toymaker featureYou are always fiddling with simple knick-knacks. You can now have a number of objects affected by your Magical Tinkering feature up to twice your Intelligence modifier (minimum of two objects). Additionally, you can choose to spend three uses of your Magical Tinkering to create a common magic item. You can’t make scrolls, potions, or tattoos with this feature. If you try to exceed your Magical Tinkering’s maximum, the oldest property immediately ends, and then the new property applies (as normal). If the oldest object is a magic item, it crumbles into dust and then the new property applies.
Toy Companion
3rd-level Toymaker featureYour tinkering has allowed you to create animated toys. You know the Homunculus Servant artificer infusion, and it doesn’t count against the number of infusions you know. Whenever you use this infusion, the material cost required is halved. Additionally, you can bestow the homunculus with an additional trait, choosing from the options below: Advanced Scanner. The homunculus is able to use its fine tuned sensors to pick up on subtle phenomena. Once before the end of your next long rest, when a creature you can see within 5 feet of the homunculus makes an ability check using Investigation, Nature, Medicine, or Perception, you can use your reaction to have the creature roll a d4 and add the number rolled to the check. This also uses the homunculus’ reaction. Explosive Trigger. You can command the homunculus to blow up. Each creature within 10 feet of the homunculus must make a Dexterity saving throw against your spell save DC, taking 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The homunculus is destroyed when the explosion is triggered. Homing Beacon. You are able to detect the location of the homunculus. Once before the end of your next long rest, you can use an action to magically sense the current location of the homunculus as long as it is within 1 mile of you and on the same plane of existence.
Automaton Enthusiast
5th-level Toymaker featureYou’ve become adept at making small toy Constructs. You can have up to two items infused with the Homunculus Servant infusion, and you can command both homunculi with the same bonus action. If you have more than one homunculi with the same trait, you can use the trait from each homunculus once before the end of your next long rest. In addition, the maximum number of items you can infuse at once increases by 1, but this extra item must be used by the Homunculus Servant infusion.
Construct Deconstruction
5th-level Toymaker featureJust as you are skilled in creating contraptions, you also easily dismantle them. As an action, you present your tinker’s tools and emit a pulse of energy. Each Construct of your choice within 30 feet of you must make a Constitution saving throw against your spell save DC. If the creature fails its saving throw, it malfunctions for 1 minute or until it takes any damage. A malfunctioning creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. In addition, when a Construct fails its saving throw, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Dismantle Construct table. Once you use this action, you must finish a short or long rest before you can use it again.
Dismantle Construct | |
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Artificer Level | Destroys Constructs of CR... |
5th | 1/2 or lower |
8th | 1 or lower |
11th | 2 or lower |
14th | 3 or lower |
17th | 4 or lower |
Complex Contraptions
9th-level Toymaker featureYour contraptions’ functions become more elaborate. A homunculus made using the Homunculus Servant infusion now has an AC of 15. Additionally, each of the traits from your Toy Companion feature gain further improvements, as shown below. Advanced Scanner. You can now use your reaction to activate this trait when a creature makes an ability check using any skill that uses Intelligence or Wisdom and is also within 30 feet of the homunculus Explosive Trigger. The damage from the explosion now deals 3d8 bludgeoning damage on a failed save and half as much on a successful one. In addition, while holding the homunculus, you can use an action to set a trigger that will cause it to explode. This trigger can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within range (for example, if someone says a specific word or if a human with brown hair comes within 10 feet of the homunculus). If you set a new trigger, the old one is forgotten. Homing Beacon. As part of the same action you use to activate this trait, you can also see and hear from the homunculus as if you were located where it is. While using your senses in this way, you are blinded and deafened in regard to your own surroundings. This effect lasts for 1 minute and you can end it early as an action.
Toy Production Line
15th-level Toymaker featureYou improve upon your toy-making processes, gaining the following benefits:
- A homunculus made using the Homunculus Servant infusion now has an AC of 17.
- The homunculus can attack twice when you command it to take the Attack action.
- You can cast the animate objects spell without expending a spell slot and without preparing the spell, provided you use tinker’s tools as the spellcasting focus. Once you cast the spell in this way, you must finish a long rest before you can do so again.