Scrapmaster
Hunched over a pile of scrap metal and broken constructs, a soot-covered gnome squeals in delight as he raises his newfound creation to the heavens, a spring-loaded multi-dagger thinga-ma-whats-it, before quickly rolling to the side as an arrow narrowly misses him, grabbing handfuls of scrap and tinkering with them in less than a second to whack a nearby thug with scrap metal bound together by wire that looks vaguely similar to a warhammer. This is what many Scrapmasters look like, Artificers who believe that no metal, scrap, or junk should ever be put to waste, those who use their artificery to create gadgets and gizmos to knock enemies off their feet!




Junk Savant
Beginning at 3rd level, over the course of a short rest or at the end of a long rest, provided you have your Tinker’s Tools, you can magically create a number of mundane metal objects equal to your Proficiency bonus. An object created in this way is magical in nature, must be made with metal, must be no larger than a 3 foot cube, and cannot be worth more than 25p. 1,000 ball bearings and 20 caltrops both count as a single metal object for the purposes of these creations. For example, you could create a lock, 1,000 ball bearings, 20 caltrops, a crowbar, a hunting trap, etcetera. These objects last for 8 hours before they break down and subsequently disappear.
Scrapmaster Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Scrapmaster Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
| Artificer Level | Spell |
|---|---|
| 3rd | Searing Smite, Thunderous Smite |
| 5th | Cordon of Arrows, Wristpocket* |
| 9th | Blinding Smite, Conjure Barrage |
| 13th | Fire Shield, Staggering Smite |
| 17th | Conjure Volley, Steel Wind Strike |
*Spells appear in Explorer’s Guide to Wildemount
Scrap Fighter
Starting at 3rd level you’ve learned how to take simple, mundane objects and imbue them with magic along with mechanical genius to create temporary weapons.
You gain proficiency with all improvised weapons, you may use your Intelligence modifier for attack rolls and damage rolls when using improvised weapons, the damage die of improvised weapons increases to a d6, and you may use improvised weapons as your spellcasting focus.
Furthermore, as a bonus action you can magically create or piece together a Scrap weapon out of nearby materials or scrap junk you have on hand. This special improvised weapon deals bludgeoning, piercing, or slashing damage and has one of the following properties,
- Hefty. The damage die becomes a d8 instead of a d6 and it gains the Two-Handed property
- Extended. It gains the Reach property
- Lightweight. It gains the Light and Finesse properties
- Balanced. It gains the Thrown property with a normal range of 20 feet and a long range of 40 feet
- Loaded. It becomes a Ranged Improvised Weapon that has the Ammunition property with a normal range of 40 feet and a long range of 80 feet. Junk, scrap, or whatever you have at hand functions as ammunition provided it can fit within the weapon.
These improvised scrap weapons last one hour before breaking and you can have a total amount of scrap weapons created at a time equal to your Intelligence modifier. If you create another scrap weapon while already having the maximum amount of scrap weapons created, the oldest scrap weapon is destroyed as your magic is untethered from its volatile design.
Volatile Ingenuity
Starting at 3rd level whenever you hit a creature with an improvised weapon (which can include a scrap weapon), you can choose to have the weapon immediately be destroyed, deal 1d6 additional damage, and have the target suffer one of the following additional effects. If the target makes a saving throw, the DC is equal to your Spell Save DC. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
- The target must succeed on a Strength saving throw or be knocked prone or be pushed 10 feet away from you. Creatures who are Huge or larger are unaffected.
- The target must succeed on a Constitution saving throw or be Blinded until the start of your next turn or until the target is hit with an attack.
- The target must succeed on a Constitution saving throw or be Deafened until the start of your next turn.
- The target's speed is reduced by 10 feet.
- The target's next Ability check or Attack roll made before the start of your next turn is made with disadvantage.
You can use this feature an amount of times equal to your 1 + your Proficiency bonus and you regain all expended uses at the end of a short or long rest.
Potent Improvised Weapons
Beginning at 5th level you can attack twice, instead of once, whenever you take the Attack action on your turn using an improvised weapon. Additionally your improvised weapons are considered magical for the purposes of overcoming resistances and immunities.
Specialized Scrapper
Starting at 9th level, you’ve practically mastered the ability to create incredibly potent but effective volatile scrap weapons at a whim. Whenever you create a scrap weapon, you can magically enhance it, where it gains one of the following properties,
- You gain a +2 bonus to damage rolls made with this scrap weapon.
- You gain a +2 bonus to attack rolls made with this scrap weapon.
- When you hit a creature with this scrap weapon you can choose for the creature to be pulled up to 10 feet closer to you.
- When you roll damage with this scrap weapon you can roll the damage dice twice and take the higher result.
- While holding this scrap weapon you gain a +1 bonus to your AC.
Improved Designs
Starting at 9th level your ingenious on-the-go properties have been further improved. The properties chosen from your Scrap Fighter feature improve in the following ways,
- Hefty. The damage die becomes a d10 as opposed to a d8.
- Extended. You can make attacks of opportunity as if your reach was 5 feet longer, and as a reaction, you can make a melee weapon attack with this scrap weapon if a creature you can see enters your reach.
- Lightweight. When you create a scrap weapon with this property, you can make an exact copy of the scrap weapon with the same bonus action, provided you have two open hands or if you are using two-weapon fighting, you can make a two-weapon fighting attack with the same bonus action used to create this weapon.
- Balanced. Whenever you throw this scrap weapon, it immediately returns to your grasp after you hit or miss with it.
- Loaded. The scrap weapon’s damage die increases to a d8 and has a normal range of 120 feet and a long range of 200 feet.
Nothing Lost, Nothing Gained
Beginning at 15th level, you’ve learned how to gain the most out of a bad situation, and how to repurpose otherwise disastrous events into favorable outcomes with your mechanical engineering. Whenever you critically strike a creature with an improvised weapon, you can choose to use your Volatile Ingenuity feature without expending a use, nor breaking the weapon. Additionally, whenever you roll a natural one on an attack roll made with an improvised weapon, you can instead turn your missed attack into an automatic hit with the scrap weapon, but you must use your Volatile Ingenuity feature.
Furthermore, whenever you cast an Artificer spell while holding a scrap weapon, you can use a portion of the arcane energy to funnel into your scrap weapon; where it is imbued with magical energy and deals an extra 1d6 acid, cold, fire, force, lightning, or thunder damage on hit. This imbuement lasts until it is imbued with a differing element or the scrap weapon is destroyed.
Changelog
- Version 1.1
- Changed Ensnaring Strike to Searing Strike, Blink to Blinding Smite, Thunderstep to Conjure Barrage, and Holy Weapon to Steel Wind Strike in Scrapmaster Spells
- Removed Scrapping Expertise and replaced it with Junk Savant, which is taken from Magical Scrapper at 9th level
- Scrap Fighter improvised weapons deal more damage, and be created as a bonus action as opposed to 1 minute
- Scrap Fighter scrap weapons now last 1 hour as opposed to 8 hours
- Removed critical strike damage increase from Scrap Fighter properties
- Added Loaded and gave Scrap Fighter properties names
- Added Volatile Ingenuity
- Replaced Magical Scrapper with Specialized Scrapper
- Added Improved Designs
- Replaced Master of Junk and Scrap with Nothing Lost, Nothing Gained
- Version 1.0
- Initial release
More
This homebrew was made by KoatheDM, and you can find more homebrew content on Patreon! I also have an Instagram account, Reddit account where I post and tease other homebrew content by the name of KoatheDM, and a Twitter where I also tease upcoming content! This document was made through GMBinder. Art by EDGE Studios.