Toymaker (Artificer)

## Tool Proficiency

*3rd-level Toymaker feature*

You gain proficiency with cobbler's tools and jewler's tools. For each of these tools with which you already have proficiency, you gain proficiency in one artisan's tool of your choice.

## Toymaker Spells

*3rd-level Toymaker feature*

Beginning at this level, you always have specific spells prepared to cast. As you gain Artificer levels, the number of these spells grows, as detailed in the table below. These spells are artificer spells when you cast them, and do not count towards your daily allotment of prepared spells.

 5th
 9th
 13th
 17th

## Enchanting Creations

*3rd-level Toymaker feature*

Toymaking practices are imbued into your magical crafting at its most basic level. Your creations can inspire wonder, and melt even the iciest of hearts. At this level, your Magical Tinkering feature gains the following option:

* You can touch a small amount of raw processed or unprocessed materials and cause them to form into a magical toy. Anyone can figure out how to activate or deactivate the toy by succeeding on a DC 10 Intelligence check. While active, the toy acts in a minor animated capacity that you predetermine, either replicating another Magical Tinkering feature, moving ambiently in the area around it, or another similar option at your DM's discretion.

Additionally, when a creature is within 15 feet of one of your magical toys, you can use your reaction to force the creature to make a Wisdom saving throw against your spell saving throw DC. On a failure, the creature experiences the following effects for one minute: any charm and fright effects are suppressed, any hostility becomes indifferent, and any negative emotions are calmed. It is also charmed by you for one hour, as long as you act in a manner consistent with the spirit of the season. The initial effects do fade after one minute, with the following stipulations, as long as the creature is still charmed by you. Any other charm or fright effect is permanently dispelled, you and all of your allies have advantage on Charisma checks made to discourage hostility from the creature, and the creature has advantage on any checks made to suppress negative emotions. The creature is aware that something magical has affected it, but must succeed on a DC 20 Insight check to determine you as the source of the effect. It instead cannot shake the feeling that some mystical higher power associated with the holidays was present. You can use this ability a number of times equal to your Proficiency bonus each long rest.

## Holiday Magic

*5th-level Toymaker feature*

The holiday season is full of magic, and you can manifest a handful of minor miracles. You can cast the following spells once per long rest, which are considered artificer spells for you:

* Create or Destroy Water
* Goodberry
* Healing Spirit
* Snilloc's Snowball Swarm

You also gain access to the mending cantrip. If you already know the mending cantrip, you learn another artificer cantrip of your choice.

## Santa's Sleep

*9th-level Toymaker feature*

Toymaking often requires secretive delivery, best done when the party in question in unconscious. Enforcing this can sometimes require magical means. You can cast the following spells once per long rest, which are considered artificer spells for you:

* Sleep at 5th level
* Hypnotic Pattern

Additionally, you can cast Hold Person once per long rest. You can target any number of creatures within 15 feet of a magical toy of yours, with a maximum of one per toy. Creatures near a toy have disadvantage on the saving throw for this spell, as well as on the saving throw for Hypnotic Pattern when cast with this ability. Using this ability on a creature charmed by your Enchanting Creation effect ends your charm on that creature.

## Polar Deputy

*15th-level Toymaker feature*

You are one of the most experienced Toymakers in the workforce, and gain benefits associated as such.

* You can use your bonus action each round to motivate a number of creatures that can see or hear you equal to your proficiency bonus times your Intelligence modifier. After the creatures have been motivated for a minute, they have advantage on any tools checks in which they have proficiency or expertise, until you stop using your bonus action for this purpose. Using this action is labor, and performing this labor for more than 8 hours in a day creates a risk of exhaustion.
* You gain resistance to cold damage. Additionally, if cold damage would reduce you to 0 hit points, you can choose to instead be reduced to 1 hit point. You can activate this ability a number of times equal to your proficiency bonus each long rest.
* Once per week, you can make any Replicable Magic Item from the Artificer Infusions section for 1 gp or less of inexpensive, nonmagical materials over the course of an 8-hour workday.