77 lines
8 KiB
Markdown
77 lines
8 KiB
Markdown
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source: Players Guide 2
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---
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Toymakers are mechanists who revel in creating miniature replicas of animals and humans for their own entertainment, to help with various tasks, and to inflict a surprising hurt on their foes.
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| Toymaker Progression | |
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| -------------------- | ----------------------------------- |
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| Mechanist Level | Features |
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| 3rd | Augment: Messenger, Autonomous Toys |
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| 7th | Automated Power |
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| 11th | Eyes Everywhere |
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| 15th | Ultimate Toymaker |
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Augment: Messenger
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3rd-Level Toymaker Feature
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You gain the following unique effect for your Augment feature. This effect can’t be replaced and doesn’t count against the number of effects that you know, as shown in the Augment Effects Known column of the Mechanist Progression table (see Player’s Guide).
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Augment: Messenger
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Item Requirement: Small or Smaller Item That Can Be Worn or Held
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You imbue an item with the ability to emit sound. As an action while touching the item, you can activate it. As part of this same action, you can throw the item to a point you can see within 30 feet of you. The item can be activated a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. The activated item can produce only one of its effects, which you choose when you activate it.
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- Disruptive Noise. The object emits a sudden, disruptive noise, such as a high-pitched beep, a long whistle, or similar sudden, startling sound. Each creature within 10 feet of the item must succeed on a **WIS** save or be deafened until the end of its next turn. Any target concentrating on a spell or similar effect must also make a **CON** save against your augment save **DC** or lose concentration.
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- Master’s Voice. For 1 minute, you can speak through the item and hear sounds near the item as if you were in its space. When you speak through the item in this way, you can’t use your speech to activate magic items with command words, cast spells with verbal components, or similar. If this augment is on a toy, the toy can activate it at any distance from you, provided you are both on the same plane of existence, and you instantly become mentally aware that it has been activated.
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At Higher Levels. Once you reach 5th level in the mechanist class, the Disruptive Noise effect can now affect creatures within 15 feet of the item, and the Master’s Voice effect can last up to 10 minutes. In addition, you can activate this item to translate spoken languages for up to 10 minutes. For the duration, the item repeats any languages spoken within 30 feet of it into a language of your choice, and the repetition can be audible or as a voice in your mind, which you decide when you activate the item.
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# Autonomous Toys
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3rd-Level Toymaker Feature
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You design and animate intricate Tiny objects that follow your instructions. During a long rest, you can create up to two autonomous toys in the shapes of animals. Each toy is modeled after a Small or smaller Beast (or creature with the Animal tag) of your choice that has a CR of 1/4 or lower. The toy uses the statistics of that creature, except it loses all traits and actions that assume it either has a living body, such as Amphibious, or possesses complex knowledge, such as Spellcasting. The toy’s type changes to Construct, its hit points are reduced by 13 percent, its **INT** is 5 (−3), it understands all languages you know but can’t speak, and it has darkvision to a range of 60 feet. The toy also gains the following traits:
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- Construct Nature. The toy doesn’t require air, food, drink, or sleep.
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- Construct Resilience. The toy is immune to poison and psychic damage, and it is immune to exhaustion and the charmed, frightened, paralyzed, petrified, and poisoned conditions.
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- Immutable Form. The toy is immune to any spell or effect that would alter its form.
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If a toy is reduced to 0 HP, it is destroyed. A toy can be augmented with any augment that can affect an item or object that doesn’t need to be worn, and a toy can be augmented with the Detecting augment (see Player’s Guide), treating itself as both the augmented item and the “you” receiving the benefit. A toy can be augmented with any augment that can be applied to a weapon, but the augment applies to the toy’s weapon attacks.
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Starting at 5th level, you can have any number of toys under your control, provided the combined total CR of the toys is no higher than half your level in the mechanist class (rounded down). Toys with a CR of 0 are considered to have a CR of 1/8 for the purpose of this calculation.
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Commanding Toys
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As a bonus action, you can command any number of your toys within 60 feet that can see or hear you to move up to their speeds. As part of that same bonus action, you can command a number of toys up to your **PB** that can see or hear you to attack a creature within 5 feet of it or to perform one of the following tasks:
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- Activate Augment. The toy activates an augment on it that requires activation, using your augment save **DC** when necessary. If the augment’s activation directly affects you or doesn’t make sense to come from the augmented item itself, such as the Returning augment, the “you” in the augment’s description is you instead of the toy.
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- Assist Ally. The toy assists one friendly creature it can see within 5 feet of it. The target gains a +1 bonus on the next ability check it makes before the start of your next turn. If you command more than one toy to assist a creature in this way, the bonuses are cumulative, up to a maximum bonus on the check equal to your **PB**.
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- Distract Enemy. The toy distracts one hostile creature it can see within 5 feet of it, pecking at its eyes, hopping around its legs, or performing some other distracting activity. The next attack roll against that creature before the start of your next turn has advantage.
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- Protect Ally. The toy protects one friendly creature it can see within 5 feet of it, leaping in the way of incoming attacks, nudging the creature out of the way of a blow, and similar. The next attack roll against that creature before the start of your next turn has disadvantage. If the attack still hits, and the creature is within 5 feet of the toy, the toy takes up to half the damage, reducing the damage the target takes. The toy can’t take more damage than its current hit point total.
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# Automated Power
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7th-Level Toymaker Feature
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The toys from your Autonomous Toys feature gain a bonus to their saves and to their ACs equal to your **PB**, and when one of your toys is destroyed while within 30 feet of you, you become empowered until the end of your next turn. While empowered, you have advantage on attack rolls and saves.
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In addition, a friendly creature that makes an attack roll against a creature within 5 feet of a toy gains a +1 bonus to the attack roll for each toy within 5 feet of that creature, up to a maximum of +3. A friendly creature within 10 feet of at least two toys increases its AC by 1 for every two toys within 10 feet of it, up to a maximum of +3.
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# Eyes Everywhere
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11th-Level Toymaker Feature
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While you are within 10 feet of at least two of the toys from your Autonomous Toys feature, you have advantage on **WIS** (Perception) checks and can’t be surprised.
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In addition, you can now create toys during a short or long rest, and the toys can be modeled after Beasts (or creatures with the Animal tag) that have a CR up to 1.
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# Ultimate Toymaker
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15th-Level Toymaker Feature
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Your maximum number of augmented items (see Augment feature in Player’s Guide) increases by 3, but these extra augments must be on toys from your Autonomous Toys feature. A toy can have up to two augments on it at one time. As normal, multiple instances of one augment aren’t cumulative on the toy.
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In addition, the toys you create can now be modeled after Beasts (or creatures with the Animal tag) that are Medium or smaller and that have a CR up to 2.
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