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Designed by sireacquired | Ko-Fi
Art: Handyman by Aleksei Pashnin | ArtStation
Made with Homebrewery

Handyman

While high level spells are stuff of legend, more mundane magicks interwoven into daily life can reshape cultures and community in equally powerful ways. Artificers that focus on these smaller spells are known as handymen. Due to their quick thinking and arcane abilities, they are well known for their ability to tackle any problem in short order.

Handyman Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Handyman Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Handyman Spells
Artificer Level Spells
3rd create or destroy water, unseen servant
5th knock, locate object
9th leomund’s tiny hut, tongues
13th control water, galder’s speedy courier
17th passwall, telekinesis

Tool Proficiency

When you adopt this specialization at 3rd level, each time you finish a short or long rest, you gain one tool proficiency of your choice. You lose this proficiency when you use this feature to gain a different tool proficiency that you lack.

Lend a Hand

Starting at 3rd level, you can take the Help or Use an Object action as a bonus action.

The Right Spell for the Job

Also at 3rd level, you gain the ability to cast 3 additional cantrips from any spell list. These cantrips are considered artificer spells for you, but don’t count against the number of cantrips you know.

Elbow Grease

At 5th level, you are able to wring every ounce of magic from the spells you cast. Once per turn, you can add your Intelligence modifier to one damage roll of one of your artificer cantrips.

Additionally, when you cast an artificer spell of 1st level or higher, you can choose to cast it at a level one level higher than the level of the spell slot you expend. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Make It Work

At 9th level, you are always able to hack together a solution, no matter the task at hand. As a bonus action, you can end the infusion on one of your infused items and infuse a new item that you touch. Once you have used this feature, you can’t use it again until you finish a short or long rest.

Trusty Tools

At 15th level, you always have access to your most used tools. Choose one 1st level and one 2nd level artificer spell with a casting time of 1 action that doesn’t increase a creature’s hit points. You can cast the chosen spells at will, without needing to prepare them or expend a spell slot.

Additionally, as an action, you can summon an item to your hand. The item must be an item that you have had in your possession for at least an hour, weigh 10 pounds or less, and be no longer than 10 feet in any dimension. The item instantly appears in your hand, regardless of physical or planar distance. If it is currently being worn or held by a creature, that creature can make a Strength saving throw, preventing the item from teleporting to you on a success. Once you have taken this action, you can’t take it again until you finish a long rest.