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## Artificer Specialists Artificers pursue a variety of disciplines. Here is a specialist option you can choose at 3rd level: the Toymaker. ### Toymaker While many inventors dedicate most of their lives to perfecting a single device in hopes of leaving a lasting legacy, others prefer to engage in a multitude of smaller projects at once, driving joy from the variety and innovation of their inventions. Artificers who specialize as Toymakers can create delicate clockwork contractions, stuffed animals or wooden miniatures of carts and planes, and animate them through magical means, combining mechanical parts with intricate spellwork in order to simulate life and inspire wonder. #### Tool Proficiency *3rd level Toymaker feature* You gain proficiency with woodcarver’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. #### Toymaker Spells *3rd level Toymaker feature* 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. ##### Toymaker Spells | Artificer Level | Spell | |:---:|:-----------:| | 3rd | Catapult, Unseen Servant | | 5th | Aid, Pyrotechnics | | 9th | Hypnotic Pattern, Sending | | 13th | Guardian of Faith, Summon Construct | | 17th | Animate Object, Mislead | \columnbreak
#### Animated Toys *3rd level Toymaker feature* You have discovered a technique to imbue your creations with a spark of life, allowing you to create Animated Toys to aid you and your companions. As part of a short or long rest, you can use woodcarver's tools or tinker's tools to create a number of animated toys equal to your proficiency bonus. The toys are Tiny Constructs, but are considered nonmagical objects for the purposes of your Magical Tinkering feature and any spell you cast that affects objects. They have no consciousness or personality of their own, instead following your commands. See this creature's statistics in the Animated Toy stat block. You determine each toy's appearance, whether it has wheels, legs or other ways of transportation, your choice has no effect on its game statistics. You can control a number of animated toys up to your proficiency bonus, if you create more animated toys, the oldest ones immediately deanimate, becoming mundane objects. In combat, the animated toys share your initiative count, but they take their turn immediately after yours. They can move and use their reaction on their own, but the only action they take on their turn is the Dodge action, unless you take a bonus action on your turn to command one or more of them to take another action. That action can be one in their stat block or some other action. If you are incapacitated, the toys deanimate. If the mending spell is cast on an animated toy, it regains all its hit points. You can use your woodcarver's tools or tinker's tools as an action to reanimate a number of toys that have deanimated within the last hour up to your proficiency bonus, spending a spell slot of 1st level or higher in the process. The animated toys return to life immediatly with all their hit points restored. \pagebreak ___ > ## Animated Toy >*Tiny construct* > ___ > - **Armor Class** 12 > - **Hit Points** 1 + your Intelligence modifier + your artificer level (the toy has a number of Hit Dice [d4s] equal to your artificer level) > - **Speed** 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|14 (+2) |12 (+1)|4 (-3)|10 (+0)|5 (-3)| >___ > - **Saving Throws** Dex +2 plus PB > - **Skills** Perception +0 plus PB, Stealth +2 plus PB > - **Damage Immunities** poison > - **Condition Immunities** charmed, exhaustion, poisoned > - **Senses** darkvision 60 ft., passive Perception 10 + PB > - **Languages** understands the languages you speak > ___ > **Evasion.** If the toy is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can’t use this trait if it’s incapacitated. > ___ > ### Actions > ***Bump.*** *Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1 + PB bludgeoning damage. \columnbreak #### Animated Toy Gimmicks *3rd level Toymaker feature* Each toy you create is unique, designed to perform a special role. Whenever you create an Animated Toy you can give it two of the following Gimmicks, altering their design accordingly. You can give an extra gimmick to your Animated Toys at level 9, and two at level 16. **Innocuous appearance.** While the toy remains motionless, it is indistinguishable from an ordinary object. **Peeping senses.** As an action, you can see and hear through the toy's senses, as long as you are within 100 feet of it. During this time, you are deaf and blind with regard to your own senses. **Motorized propulsion.** The toy's speed increases by 20 feet. **Subtle motions.** The toy doesn't provoke opportunity attacks when it moves out of an enemy's reach. **Sturdy build.** If damage reduces the toy to 0 hit points, you must make an Intelligence saving throw with a DC of 5 + the damage taken. On a success, the toy drops to 1 hit point instead. **Sharp edges.** The toy's attacks deal an extra 1d4 piercing damage. **Obtrusive design.** Whenever a creature starts their turn in the same space as the toy, their speed is reduced by 10 feet. #### Powered by magic *5th level Toymaker feature* The magic that brings your Animated Toys to life also allows them to channel your own powers. Your toys' attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally you can cast spells as though you were in one of your toys' space, but you must use your own senses. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
\pagebreak #### Upgraded Models *9th level Toymaker feature* You learn the following new Gimmicks to implement whenever you create a new Animated Toy. Additionally, when you create an Animated Toy you can give them 3 gimmicks instead of 2. **Fluttering mechanism.** The toy gains a flying speed equal to its walking speed. **Hydrodynamic model.** The toy gains a swimming speed equal to its walking speed. **Peashooter.** The toy can use its action to make ranged weapon attack with a normal range of 20 feet and a long range of 60 feet. This attack deals the same damage as the toy's Bump attack. **Soothing material.** Whenever a creature starts their turn in the same space as the toy they have advantage on saving throws against being frightened **Swarming miniatures.** Instead of a single body, the toy consists of many 1-inch-tall miniatures, it is still considered a single creature for any purpose or ability. It is resistant to piercing and slashing damage and can move through any opening large enough for a single miniature. **Unstable core.** Whenever the toy is reduced to 0 hit points it makes a small explosion. Each creature within 5 feet of the toy must succeed on a Dexterity saving throw against your spell save DC or take 2d6 force damage. You can also use a reaction to activate the explosion, either way, the toy is destroyed in the process. \columnbreak #### Built to last *15th level Toymaker feature* Your creations are designed to withstand the rough play of the battlefield * Your toys hit point maximum increases by 1 for every artificer level you have and increases by 1 again whenever you gain a level in this class. * Your toys have advantage on all saving throws. * When creating your Animated Toys you can give them up to 4 Gimmicks
> #### Art Credits > > "[Klaus' Workshop](https://www.artstation.com/artwork/BbWgm)" by Marcin Jakubowski >___ > > "[Stuffed Fables](https://www.zmangames.com/en/products/stuffed-fables/)" by Z-Man Games >___ > > "[Mykal the Toymaker](https://www.deviantart.com/yuikami-da/art/Thunderscape-WoA-Mykal-the-Toymaker-475068950)" by Yuikami