Hextinkerer Specialist
Hit Points
Hit Dice: d8 per Hextinkerer Specialist level
Hit Points at first Level: 8+ your constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st
Proficiences
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Thieves' tools, tinker's tools, one type of artisan's tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand
Overview & Creation
As a Hextinkerer you are one of the few Artificers who know the secret of Hextech - The fusion of magic and technology. The use of hexcores is limited only by your imagination. The Artifacts created by hextech technology can be wielded by anyone - not just those few with a natural aptitude for the arcane.
Class Features
Magical Tinkering
At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have tinker’s tools or other artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
- 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 property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
Infuse Item
At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.
Infusions Known
When you gain this feature, pick four artificer infusions to learn, choosing from the “Artificer Infusions” section. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
Infusing an Item
Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in chapter 7 of the Dungeon Master’s Guide).
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.
Artificer Specialist
At 3rd level, you choose the type of specialist you are: Alchemist, Artillerist, Battle Smith or Hextinkerer, which is detailed at the end of the class’s description. Your choice grants you features at 5th level and again at 9th and 15th level.
The Right Tool for the Job
At 3rd level, you learn how to produce exactly the tool you need: with tinker’s tools in hand, you can magically create one set of artisan’s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
Ability Score Improvement
When you reach 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Tool Expertise
Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
Flash of Genius
Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Magic Item Adept
When you reach 10th level, you achieve a profound understanding of how to use and make magic items:
You can attune to up to four magic items at once.
If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
Spell-Storing Item
At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn’t have it prepared).
While holding the object, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it’s been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.
Magic Item Savant
At 14th level, your skill with magic items deepens more:
You can attune to up to five magic items at once.
You ignore all class, race, spell, and level requirements on attuning to or using a magic item.
Magic Item Master
Starting at 18th level, you can attune to up to six magic items at once.
Soul of Artifice
At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:
You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
If you’re reduced to 0 hit points but not killed out-right, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
any two simple weapons
a light crossbow and 20 bolts
your choice of studded leather armor or scale mail
thieves’ tools and a dungeoneer’s pack
Spellcasting
Spellcasting
You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders using mundane items or outlandish inventions.
Tools Required
You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves’ tools or some kind of artisan’s tool—in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way. See chapter 5, “Equipment,” in the Player’s Handbook for descriptions of these tools.
After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.
Cantrips (0-Level Spells)
At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.
When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.
Preparing and Casting Spells
The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting
You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Subclass Options
Hextinkerer Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Hextinkerer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. Additionally you gain a Hexfocus, a special hexcore which counts as your spellcasting focus for your Artificer spells.
Hexcore
Starting at 3rd level, you can conduct an hour long ritual to create a hexcore. The Ritual requires any nonmagical gem worth at least 50 Gold and 50 Gold worth of precious metal. . A hexcore can be combined with a nonmagical weapon, a shield or a set of armor and give it a hextech feature explained below. This crafting takes one hour to complete and requires your hexfocus. At levels 9 and 15 you gain the ability to create an additional hexcore item.
Hextech Features
- Hexflash: (requires any equipment) Once per day when you're attacked or as part of your attack action you can blink out of existence and reappear within 30 ft of your original position. If you use this feature you gain advantage on the your next attackroll.
- Hexpropulsion: (requires any equipment) Whenever you take the attack action on one of your turns, you can use the hextech energy to propell you 10ft. forward. Opportunity attacks you provoke with this movement are made at disadvantage.
- Hextrinker: (requires a melee weapon) Once per day when a spell reduces you to 0 hp you can use your reaction to drop to 1 hp instead. If you do so you gain temporary hp equal to half the Artificer level of the creator. This item has 3 charges, at dawn roll a d4 on a roll of 4 it regains 1 charge if it has any charges missing.
- Hexparalyzation:(requires a meele weapon) As a bonus action you can force the target of your melee weapon attack to make a constitution saving throw. The DC is equal to the save DC of the creator. If the target fails the saving throw it looses half of its movement speed. (Doesn't Stack) The Target can repeat the saving throw at the and of his turns. Otherwise this debuff lasts for 1 minute.
- Hextransformation (Requires any weapon) As a bonus action you can transform a meele weapon into a ranged weapon or vice versa.(ranged 60/240) The damage die for this weapon is 1d8+the intelligence modifier of the creator lightning damage. This transformation lasts for 1 minute after which the weapon turns back into its original form. You can use this feature once per day.
- Static Discharge: (Requires any weapon) If you hit your target, you can use your bonus action do deal 1d6 lightning damage to all creatures within 5 feet.
- Hexsniper: (requires a ranged weapon) You gain a 30 ft. bonus to range and ignore half cover.
- Hexnet: Once per day, when a creature enters a space within 5 ft of you, you can use your reaction to fire a net. The Target must succed on a dexterity saving throw or be restrained and unable to take reactions. The DC is equal to the spell save DC of the Creator. This saving throw can be repeated at the end of any of its turns. If the target succeds on the saving throw it's movement is halved until the start of its next turn.
- Hexlaser: (requires a set of armor) You can use your action to fire a laser set in your helemet or shoulderpads. Any creature in a 15 ft. line musst succed on a Dexterity Saving Throw equal to the save DC of the creator or take 2d8 lightning damage or half as much on a success. You can use these feature a number of times equal to the intelligence modifier of the creator per day.
- Hexplosion: (requires a shield or a set of armor) Once per day if you're forced to make a saving throw you can absorb the damage dealt to you. As a reaction you gain resistance to the damage dealt. Immediately after using this feature, you deal lightning damage equal to the absorbed damage in a 15ft. radius arround you.
- Hexpowered Shield: (requires a shield) as a bonus action the shield animates for a number of turns equal to the intelligence modifier of the creator. While animated the shield hovers arround you giving you the benefit of wielding a shield. After the animation ends, the shield returns to your hand if you have atleast one free hand, otherwise it drops to the ground in front of you. You can use this feature once per day.
- Static Shield: As a bonus action you can release a static wave that hits any creature in a 10 ft. line in front of you. Any creature hit by this wave takes 1d8 lightning damage. Additonally they must succed on a Constitution saving throw or drop any metal object they are holding. The DC is equal to the spell save DC of the creator. Once per short rest.
Hextech attunement
All hexcore items give the attuned creature one attunement slot. Additionally you cannot be attuned to more than one hexcore item.
Rewiring the Hexcore
You can spend to hours two remove the hexcore from an item and add it to any item. While doing so you can also change the Hextech feature.
Whenever you rewire a hexcore, there is a cumulative 5% chance that the energy in the hexcore explodes, rendering it useless and dealing 4d6 lightning damage to anyone within 5 feet of it.
Improved Hextech
Starting at 5th level your Hexcore items become +1 magic items.
EMP
Starting at 5th level whenever a spell of first level or higher you cast using your hexfocus deals thunder, lightning or cold damage you can cause a destructive wave to deal lightning damage to any creature affected by the spell. This damage is equal to your intelligence modifier.
Eureka
Starting at 9th level whenever you or a creature you can see attacks with a hextech improved weapon. You can use your reaction to overclock the hexcore to deal 1d10 lightning damage. Whenever you or a creature you can see uses it's hextech feature you can use your reaction to bolster it's resolve, giving it temporary hp equal to twice your intelligence modifier.
You can use this feature a number of times equal to your intelligence modifier and regain all expended uses on a long rest.
Disc Runner
Starting at 9th level, you can spend 8 hours, a gem worth 200 Gold and 500 Gold worth of metal to create a hexpowered wagon.
It has a speed of 80ft. It can carry up to 6 medium creature and has an additional carrying capacity of 600 lbs
Perfected Hextech
At 15th level your hexcore items become +2 magic items.
Hexcore Adept
At 15th level, all the time spent working arround hexcores has adapted your body the spontaneous erruptions of power. You gain resistance to lightning and thunder damage.
Hextinkerer Spells | |
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Artificer Level | Spell | |
3rd. | Floating Disk, Ice Knife | |
5th. | Arcane Lock, Magic Aura | |
9th. | Counterspell, Melf's Minute Meteors | |
13th. | Dimension Door, Storm Sphere | |
17th. | Destructive Wave, Legend Lore | |