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The Toymaker Rogue Archetype

3rd level: Tools to boot: Starting at third level, you gain proficiency with tinkerers tools, woodcarving tools and alchemist supplies, choose one of these tools as your main tool, any checks with this tool gains expertise (this does not stack with any other features that would double proficiency)   3rd level: Turn that frown, upside down: You’re ability to combine magical essence with mechanical engineering is second to none. You have spent many a day perfecting several contraptions to the point of near faultlessness. Starting at third level you know how to create three types of Magical Contraption (chosen from the list below). As part of finishing a long rest you can create a number (equal to your proficiency modifier) of Contraptions from those you have learned, these contraptions have just enough magical potency to last until you finish another long rest. Your DC for these contraptions is your intelligence mod + proficiency + 8. At level 9 and 13 you learn how to create one more contraption.   Magical Contraptions   Sleeping Beauty: A small vial of three different liquids divided by a thin film. One part Brownshroom liquid, one part Crowbull urine and one part alchemist fire. When thrown unto the ground the three liquids are mixed creating a gas that instantly puts people to sleep.   As a bonus action you throw this contraption at a point within 20 feet creating a puff of dark purple smoke in a 10 foot radius circle. All creatures hit must make a constitution save against your DC. On a failed saving throw a creature is unconscious until the end of its next round. This item can be given to and used by an ally.   The Animatron: You have created a tiny and simple construct int eh shape of a humanoid from wood and gears with a small cyclopian lense on the head. You also have a small monocle that sits over your right eye.   As an action you can speak a small word of arcane power that gives life to this construct and connects it with the monocle. The construct is active for 10 minutes and can be controlled by you as long as you are within 120 feet. You can see through its lens, move it up to 20 feet each turn and can control it to do simple actions like “pull this lever” or “take this object”.   https://gyazo.com/5f63cea2c5c575333a158cdfc988dee0   Spikey: You have created a small steel container with an explosive powder and small steel spikes. It has two small legs and can be quickly programmed to walk a short distance.   As an action you utter a small phrase that explains to Spikey where to go. Once Spikey reaches the distance or after walking 60 feet he explodes in a 10 foot radius sphere and deals xd6 piercing damage (which scales with your sneak attack damage) on a failed dexterity saving throw or half as much on a success. Spikey cannot be thrown and cannot jump, it walks 30 feet per round and can walk up to 60 feet.   The whacky inflatable tube man: You have created a small sized target dummy of wood and steel that flails around with several whips attached to it.   As a bonus action you throw a cylinder up to 20 feet, it starts expanding forming wooden limbs. It counts as a friendly creature on the battlefield giving you the chance to sneak attack when an enemy is within a 5 feet of it. It lasts for 1 minute or until its destroyed. A target dummy has 1 hit point, cant move and has an AC of 10.   Smoke Bomb: A small tin can which when thrown creates smoke.   As a bonus action you can throw this tin can to up to 20 feet and create a 20 foot radius sphere of black smoke. The smoke obscures vision and anyone within are blinded for the duration of which they are within the sphere. The smoke can be blown away by strong winds such as the gust of wind spell. This item can be given to and be used by an ally   9th level: Quick Tinkering: You have become even more adept at creating your contraptions and can now create one when you finish a short rest. (you can only have a maximum of three contraptions at any given moment)   13th level: Mind of Matter: You finally cracked a very important arcane conundrum which you have been working on for ages. You have created one of the following permanent contraptions   The Goggles: A large pair of spectacles with several lenses and glyphs. Whilst wearing these you gain darkvision 60 feet or 120 feet if you already have it. You can zoom as if using a spy glass giving you advantage on perception and investigation checks. If you have sunlight sensitivity you have created a comfortable lens that dims the light for you, any disadvantage from sunlight sensitivity is negated. The lenses also pierce fog and smoke making it possible to see up to 10 feet around you when inside a smoke or fog cloud. One of the lenses project a small light that shines dim light for 10 feet in a cone.   The Companion: A life sized wood, gear and steel animal companion, fully functioning with the stats of the living counterpart. Only difference is that it is a construct and can therefor not be affected by charms or fears and has immunity to poison damage and psychic damage. The companion chosen must be of CR ½. The companion acts on your turn, either before or after you.   The Hook: You have managed to make a small hand attachment that shoots out and retracts a grappling hook. This hook can bury into materials like stone or wood, but not steel. As a bonus action you can shoot the grappling hook up to 20 feet and decide to retract it pulling you to the point you chose. If you shoot it straight up into the roof you can use it to dangle from said point, the hook can support your weight for up to 1 minute before it lets go. Depending on the status of the target material it might let go sooner. For example if the surface is made of rotten wood, it might last a round or immediately give away. You can also use it on an creature within 20 feet. You and the target must make opposing athletics checks to see who gets dragged to who. If you win the creature is dragged towards you, if you lose you get dragged towards it. If the creature is large or larger it automatically wins the opposed athletics check.   Level 17th: Eureka!: This is it. The big finish. No engineer has ever done anything similar to this. You have outpaced your peers intellectually. Long will the artificing community remember your name and your creations will write your legacy in the very core of the world. Starting at 17th level you have managed to fuse your armor with a pair of retracting wings made of gears, wood, steel and some type of leather. As a bonus action you can activate the wings. Small arcane symbols glisten along the gears as they carry you in the air. You gain a flying speed of 60 feet that lasts for a minute. You can use this once as the runes need a long rest to recharge. Also as a reaction when falling you can pull down two small finely created wooden sticks that manually control the wings. This lets you glide horizontally for up to 60 feet per round and you drop vertically from 30 to 60 feet each round. You have to chose a number of feet between 30 and 60 each round.
The Toymaker comes from many a different paths, often starting out as engineers, tinkerers or toymakers. When such ingenuity turns grim you find the once cheerful contraptions they made turn dark and deadly.   “I was wandering the streets of Reun when i saw a small walking wooden horse on the sidewalk. Intrigued with the absurdity of it i approached the small toy to see if it had any markings or names on it. Such a wonderful toy could only be made by the most talented of tinkerers and i had been looking for someone with the skill to create a custom toy for my daughter. Once i came close to the toy its mouth opened releasing a small grey cloud…. I woke up dazed and confused, with no money, no clothes, and no horse. Beware the engineer.” - Melsing Kimmal

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