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Tools of the Trade

By the time you adopt this specialty at 3rd


level, you’re deeply familiar with employing its tools.
Proficiencies. You gain proficiency with alchemist's tools
and smith's tools, assuming you don’t already have them. You
also gain alchemist's tools and smith's tools for free—the
result of tinkering you’ve done as you’ve prepared for this
specialization.
Crafting. If you craft a magic item in the rod category, it
takes you a quarter of the normal time, and it costs you half as
much of the usual gold.
Portal Engineer Spells
Starting at 3rd level, you always have certain spells prepared
after you reach particular levels in this class, as shown in the
Portal Engineer Spells table. These spells count as artificer
spells for you, but they don’t count against the number of
artificer spells you prepare.
Artificer Specialists Portal Engineer Spells
Artificer Level Spell
Artificers pursue a variety of disciplines. Here is a specialist
option you can choose from at 3rd level: the Portal Engineer. 3rd fog cloud, sleep
5th find traps, moonbeam
Portal Engineer
9th feign death, thunder step*
A portal engineer is a logical thinker, constructing inventions
based around problem solving and maneuverability. They 13th compulsion, dimension door
travel with a faithful (or not-so-faithful) personality core as 17th cloudkill, teleportation circle
their companion, constructing them to fill the exact role the
engineer requires. *This spell is found in Xanathar's Guide to Everything
Wake-Up Call
At 3rd level, you learn how to create a personality core that is
formed by harnessing magical energies and binding them into Personality Core
a mechanical form. Small construct, any alignment
Whenever you finish a long rest and your smith's tools are
with you, you can form this personality core in an unoccupied Armor Class 13 (natural armor)
space within 5 feet of you. You are able to carry and attack Hit Points equal to five times your level in this class +
with this core without needing a free hand, although how you your Intelligence modifier
do so is up to you. If you already have a personality core from Speed 30 ft.
this feature, the first one immediately shuts down and
becomes a normal object. You may choose to reanimate a core
that has shut down instead of manifesting a new one. In this STR DEX CON INT WIS CHA
case, the core you were using before shuts down as usual, and 10 (+0) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
the new core reawakens, with all its memories from before it
shut down. Saving Throws Constitution, Intelligence
The personality core is friendly to you and your Skills Perception +2, and see below
companions, and it obeys your commands. See this creature’s Damage Resistances cold
game statistics in the Personality Core stat block. You Damage Immunities poison, psychic
determine the personality core’s appearance, which includes a Condition Immunities poisoned
colored 'eye' in the centre of a chassis, often made of metal. Senses darkvision 30 ft., passive Perception 12
Some portal engineers make cores with handles, making Languages speaks, reads, and writes (if it can) the
them easier to carry, while others paint the sphere to a design languages you speak
of their liking.
In combat, the personality core shares your initiative count, Additional Abilities. The core starts with two Core
but it takes its turn immediately after yours. The only action it Traits (see the end of the subclass description). It
takes on its turn is the Dodge action, unless you take a bonus gains an additional two Core Traits at both 6th and
action on your turn to command it to take one of the actions in 14th level.
its stat block or to take the Dash, Disengage, or Help action. Bound to my Creator. The core increases its ability
If the mending spell is cast on it, it regains 2d6 hit points. If scores at the same time and in the same way as you.
it has died within the last hour, you can use your tinker's tools It may take feats instead at your Dungeon Master's
as an action to revive it, provided you are within 5 feet of it discretion.
and you expend a spell slot of 1st level or higher. The Glowing Eye. The core sheds bright light in a 15-foot
personality core returns to life with all its hit points restored. radius and dim light for an additional 15 feet. It can
The core doesn't need to sleep. Instead, it enters an inactive, use a bonus action to change this to dim light in a
shut down state for 4 hours. After resting in this way, it gains 10-foot radius, completely off, or back to usual.
the same benefit that a human does from 8 hours of sleep. Thrown. The core is considered to be a simple melee
You can spend 10 gp and two hours with your tinker's tools weapon with the thrown (range 20/60) property. On
to fill a 30-foot square area with management rails, metal a hit, it deals 1d6 bludgeoning damage. Whether this
strips that attach to walls, ceiling or other supports and hang attack hits or misses, if it was thrown, it becomes
a personality core from them. This effectively allows a core to incapacitated and can't move. These effects end at
go anywhere in that area. If a core is attached to the rail, it the end of its next turn.
doesn't shut down if it otherwise would (although it does if it Rail Required. Unless mounted on a management rail,
is taken off the rail), and can take long rests by engaging in the core's speed is 0 ft., it is considered prone, and it
light activity, rather than needing to shut down. has disadvantage on Dexterity saving throws. If it is
being held by a creature, that creature can make the
Want You Gone saving throws for it if it chooses to.
At 6th level, your experiments have yielded a device capable of
constructing gateways between two areas. You gain a rod of Skilled. The core has proficiency in two skills of your
portals for free, which counts as a spellcasting focus for you. choice.
When using this rod of portals, you can choose to create both Specialized. When the core is created, you may
portals as a bonus action, or as a reaction if the use would choose to increase any of its ability scores, up to a
prevent fall damage, rather than as an action. You also add total increase of 4, which can be spread out however
your Intelligence modifier to the DC of the check required to you wish. If you do so, you must then decrease one
avoid falling into a portal. ability score by that many. Constitution cannot be
Additionally, your research has begun to branch out into altered in this way. Its ability score and skill modifiers
increase accordingly.
ways to make maneuvering both faster and safer. When you
would create a portal with your rod of portals, you may Actions
instead create gel as though you used a full measure of
movement gel. You can use the device in this way a number of Slam. Melee Weapon Attack: +Strength modifier to
times equal to half your artificer level, rounded down, and hit, reach 5 ft., one target. Hit: 6 (1d12) bludgeoning
damage. This attack cannot be used if the core has
regain all expended uses when you finish a short or long rest. less than 5 ft. of movement left.
Still Alive
By 14th level, you have fully enhanced the abilities of your rod Portal Engineers in Your World
of portals and core companion. You have infused your core It's important to consider what kind of role and
with abilities that allow it to defy gravity, giving it a fly speed of background your character has when playing a
30 ft. and allowing it to hover. portal engineer, due to how unique its devices and
Additionally, as a bonus action, you can create two portals abilities are.
using the rod of portals on any flat surface. You regain the If you're playing in a world such as Ravnica or
ability to do so when you finish a long rest. Eberron, with many artificers, your character may
simply be one of a group of artificers using tried-
Core Traits and-tested techniques. Your inventions could
The following traits can be applied to your core at certain appear clean, with your core custom-built to allow
levels, as shown in the Personality Core stat block. If a core for adaptations such as arms, legs, weapons, and
trait has a level as a prerequisite, you must reach that level in personal flourishes.
this class before adding it to your core. When it references an On the other hand, if you're playing in a world
ability score as a prerequisite, it is referring to the core's with very few artificers, such as the Forgotten
ability score. You can't take a trait multiple times, unless it Realms, then you are most likely a unique person
out of a unique few, trying to achieve a goal for the
says otherwise. first time or tinkering with instructions from an old
Arms. Your core has two arms, and can manipulate objects spellbook. Your core could appear haphazard, made
(and, therefore, weapons). Its speed is 15 feet when it is of wood or scrap metal, and take in a few strange
detached from a management rail. This cannot be taken with magical abilities through a lucky side effect of the
the Legs trait before 6th level. technique you used to create them.
Cantrip. The core can cast one cantrip from the artificer,
bard, cleric, druid, sorcerer, warlock or wizard class. Its
spellcasting ability depends on which spell list the cantrip is Spellcasting (Prerequisite: Cantrip trait). The core can cast
from: Intelligence for artificer or wizard, Wisdom for cleric or one 1st-level spell of your choice from the spell list of the class
druid, and Charisma for bard, sorcerer, or warlock. If it learns it chose the cantrip from, using the same spellcasting ability
the Mending cantrip and casts it on itself, it can only restore modifier. It regains the ability to do so after it finishes a long
2d4 hit points, rather than 2d6. rest. This trait can be taken multiple times. If taken at 6th
Improved Weapons (Prerequisite: 6th level, a Weapon level or above and this trait has already been taken, the spell
trait). Choose one Weapon trait. If you chose the Spray can be 2nd level. If taken at 14th level or above and this trait
Weapon trait, it deals an additional 1d4 damage. The Ranged has already been taken twice, the spell can be 3rd level.
Weapon trait deals an additional 1d6 damage, and the Melee Spray Weapon. The core can fire bullets, fire or bolts of
Weapon trait deals an additional 1d8 damage. This trait can light in a spread. As an action, it can fire projectiles in a 15 ft.
be taken multiple times. cone or a 5 by 30 ft. line (your choice). Targets must make a
Inspiring (Prerequisite: Charisma of 13 or higher). The Dexterity saving throw with a DC of 10 + the core's Dexterity
core gains one Bardic Inspiration die, as in the Bardic modifier + its proficiency bonus or take 1d4 damage of a type
Inspiration class feature of the bard. This trait can be taken of your choice, which cannot be poison or psychic.
multiple times.
Labyrinthine Recall. The core can perfectly recall any path New Magic Items
it has traveled.
Legs. Your core has a walking speed of 30 feet, even when Portal engineers throughout history have created some
not attached to a management rail. This cannot be taken with strange, little-known magic items. Following is a list of them.
the Arms trait before 6th level.
Melee Weapon. The core has a built-in blade, lightning New Magic Items A-Z
baton, or similar. It can make a melee attack as an action, with These new magic items are presented in alphabetical order.
Strength as its attack modifier. On a hit, it deals 1d8 damage
of a type of your choice, which cannot be poison or psychic. Movement Gels
Puzzler. The core has advantage on Intelligence checks Wondrous item, uncommon
made to create or solve a logic puzzle, such as a riddle or
maze. One measure of these colorful, thick gels is enough to cover 5
Ranged Weapon. The core has a built-in gun, bow, or square feet of surface. You can use any amount of it as an
blowgun. It can make a ranged attack as an action, with action, applying it to a flat surface within 5 feet of you.
Dexterity as its attack modifier. On a hit, it deals 1d6 damage Alternatively, you can throw all the remaining gel, which lands
of a type of your choice, which cannot be poison or psychic. in a rough square, at a flat surface within 60 feet of you with
no obstructions between you and it. Depending on the
circumstances, your Dungeon Master may require you to roll
a Dexterity check to see if it lands correctly. Gels remain on
their surface for 1 hour before losing their potency. They can
also be washed off with water or a similar liquid as an action.
At your Dungeon Master's discretion, some surfaces may be
too smooth or innately magical or mechanical for this to be
used on them.
There are different types of movement gels, detailed below:
Type 1. While on this blue gel, often known as repulsion gel, Artificer Infusions
a creature can jump twice its normal high jump without The following option is added to the Replicate Magic Item
needing to move 10 feet on foot immediately before, and four artificer infusion.
times their normal high jump if they do move as usual. If a
creature hits this after falling, then they take no damage from Replicate Magic Item
it and may choose to instantly start moving up to the altitude Using this infusion, you replicate a particular magic item. You
they were formerly at, bouncing off the gel. can learn this infusion multiple times; each time you do so,
This type of gel can be applied to an object with a surface choose a different magic item that you can make with it,
area of no more than the remaining gel as an action, causing picking from the Replicable Magic Items tables below. If a
the object to bounce 5 feet in the air and move 5 feet in a table has a level in its title, you must be of at least that level in
random direction on initiative count 10 until it wears off or is this class to choose an item from the table.
washed off. This cannot be used on creatures other than In the tables, an item’s entry tells you whether the item
Small or smaller constructs. requires attunement. See the item’s description in the
Type 2. While on this orange gel, often known as propulsion Dungeon Master’s Guide or the Portal Engineer document for
gel, a creature's speed is multiplied by four. Additionally, if they more information about it, including the type of object
move at least five feet on this and jump (or hit Type 1 required for its making.
movement gel), they instantly make a long jump equal to four
times their normal long jump distance, without needing to Replicable Magic Items (12th-Level
make a check (which is in addition to the enhanced high jump Artificer)
if they hit Type 1 movement gel).
Type 4. This grey gel, often known as conversion gel, allows Magic Item Attunement
a rod of portals to create portals on its area. If applied to a Boots of the heavens No
surface every two hours for a twenty-four hour period, this
effect becomes permanent.
Type 5. This purple gel, often known as adhesion gel, places
any creature on it under the effects of the spider climb spell.

Rod of Portals
Wondrous item, rare
This rod consists of a length of metal with two colorful
crystals on each end. As an action or bonus action, this gun
can create a portal on a surface with Type 4 movement gel
applied, provided the user can see it and no objects are
obstructing the path between the rod and the surface. This
portal appears as an opaque, shimmering oval, 7 feet tall, with
a color the same as the end which created it. If this feature is
used again, it creates another, similar portal, of the other color,
although now each one appears as an outlined, oval-shaped
view onto the outside of the other portal, and a creature small
enough to fit through can move through it as though they were
simply adjacent to the new space.
If opened directly underneath a creature, then they must
succeed on a DC 10 Dexterity saving throw or fall in. A
creature can choose to fail this saving throw voluntarily.
Additionally, if an effect, such as the Approach or Flee options
of the command spell, causes a creature to move towards or
away from an object, they can move towards the portal if it
would take them in that direction should they move into it.
Boots of the Heavens Credits
Wondrous item, uncommon Created in GM Binder, using the silver-blue custom
XGTE theme by Draco (u/AeronDrake).
You take no damage from falling while wearing these Made by u/a2a3a2a3.
surprisingly light iron boots, provided you aren't incapacitated. Portal and Portal 2 created and owned by Valve.
Art
Scientist by Jason Engle
Meet the Cores 3 by Harry101UK
Page stains by u/FallenWyvern

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