Junk Scrapper

### SCRAP FINDER

When you adopt this specialization at 3rd level, you gain the ability to find scraps to use in your inventions. Whenever you finish a short rest, you find enough materials to craft 2 objects. Those objects can be ammunitions for your heavy crossbow, a weapon or a shield from your tables below.

### JUNK SCRAPPER SPELLS

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Junk Scrapper Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

JUNK SCRAPPER SPELLS
 5th
 9th
 13th
 17th

### HEAVY CROSSBOW MASTERY

At 3rd level, you gain Heavy Crossbow proficiency. Also, you can use your tinker's tools to craft some new exclusive ammunitions for a heavy crossbow. You can only have 1 Hunting Trap, 1 Barbed Chained Caltrops, 1 Reinforced Net and up to 100 Magnetic Ball Bearing on your person at all times. The heavy crossbow can also be used as your spellcasting focus.

JUNK SCRAPPER AMMUNITIONS
 This Hunting Trap attached to a metal chain allows the user to deal damage and possibly grapple a target.

A Large or smaller creature hit by the trap takes the piercing damage is grappled until it is freed. The trap has no Effect on Creatures that are formless, or Creatures that are Huge or larger. A creature can use its Action to make a Strength check against your spell DC, freeing itself or another creature within its reach on a success. Each failed check deals 1d4 piercing damage to the trapped creature.

Also, you can, as a bonus action, force the grappled creature to make a Strenght saving throw against your spell save DC. On a failed save, it is moved 10 feet toward you and knocked prone.

 Ammunition
 Barbed Chained Caltrops
 These caltrops are linked with a barbed chain, it allows a greater covering and extra damage.

As an Action, you can shoot the barbed chained caltrops to cover a 15-foot-square area within range. When a creature moves into or within the area, it must succeed on a Dexterity saving throw against your spell save DC. On a failed save, a creature takes the piercing damage. A creature moving through the area at half speed has advantage on the saving throw.

 Ammunition
 Magnetic Ball Bearing
 You invert the magnetism inside the ball with your crossbow to propel the projectiles on a creature within range.

As an action, you can shoot 2d6 ball bearing on a creature within range. When attacking a target beyond normal range, it has advantage on the save. You can’t attack a target beyond the weapon’s long range. The creature must succeed on a Dexterity saving throw against your spell save DC. On a failed save, it takes damage equal to the number of ball bearings shot, or half as much on a success.

 Ammunition
 Reinforced Net
 This reinforced net is able to restrained bigger creatures as well as offering a better restraining.

A Huge or smaller creature hit by a reinforced net takes the slashing damage and is Restrained until it is freed. A net has no Effect on Creatures that are formless, or Creatures that are Gargantuan or larger. A creature can use its Action to make a Strength check against your spell save DC, freeing itself or another creature within its reach on a success. Dealing 25 magical slashing damage to the net (AC 15) also frees the creature without harming it, Ending the Effect and destroying the net.

After the combat, if the reinforced net wasn't destroyed, you can regain it.

### IMPROVISED COMBAT

At level 5, you gain Improvised Weapons proficiency. Also, you can use your tinker's tools to craft some new exclusive weapons and shields. These weapons and shields can also be used as your spellcasting focus. In addition, you can use your Intelligence for attack and damage rolls of improvised weapon.

JUNK SCRAPPER WEAPONS
 Explosive Hammer
 Chained Dagger
 Sharpened Metal Quarterstaff

### Special Weapons

Weapons with special rules are described here.

**Explosive Hammer.** This weapon deals an additional 1d6 fire damage to any target it hits.

**Chained Dagger.** Before attacking with this weapon, you can, as a bonus action, wind it up to deal an additional 1d4 piercing damage. Also, after throwing this weapon, you can pull it back with the chain as part of the attack.

**Sharpened Metal Quarterstaff.** When you take the Attack action with this weapon, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals slashing damage.

### Special Shield

Shields with special rules are described here.

**Bladed Shield.** If you take the Attack action on your turn, you can use a bonus action to attack a creature within 5 feet of you with your shield. On a hit, the creature takes 1d4 slashing damage.

**Protective Shield.** Whenever you use the dodge action, this shield increases your AC by 3 until the start of your next turn.

### LEOMUND'S BIGGER HUT

Starting at 9th level, your Leomund's Tiny Hut's range becomes 20-foot-radius and it contains all the artisan's tools. Also, it can contain up to two large creatures or fifteen medium creatures and can lasts up to 24 hours. In addition, the spell doesn't end when you leave it, but you can dismiss it as a bonus action. You can cast this spell again while it is active to maintain the hut's existence for another 24 hours. You can create a permanent hut by casting this spell in the same location every day for one year.

### THINKING CAP

Beginning at 15th level, you crafted and enchanted a helmet that allows you to hold concentration on two spells at the same time. Whenever you take damage, roll a different concentration check for both the spells you are concentrating on. You choose the order for which spell you roll for. Also, if you are concentrating on a single spell, you have advantage on the check.