Child of Hephaestus

***Children of Hephaestus tend to be much better with machines than people, supernaturally gifted with their hands and able to create powerful magic items.***

### Heritage-Specific Traits

As a child of Hephaestus, your hit dice are d8's and you are proficient with Strength and Intelligence saves. Intelligence is your spellcasting modifier for demigod spells.

### Innate Artifice

When this Heritage is chosen, you gain the Artificer's Magical Tinkering feature. Additionally, you can operate, fix, or create pretty much any machine or piece of technology if given enough time and resources.

### Available Spells

*Alarm*

*Searing Smite*

*Snare*

*Arcane Lock*

*Cordon of Arrows*

*Find Traps*

*Heat Metal*

*Knock*

*Magic Mouth*

*Magic Weapon*

*Pyrotechnics*

*Elemental Weapon*

*Flame Arrows*

*Glyph of Warding*

*Tiny Servant*

*Fabricate*

*Mordenkainen's Private Sanctum*

*Summon Construct*

*Animate Objects*

## Special Ability: Flame On

At 3rd level, you can choose this feature instead of a Bond Weapon or Magic Item. You receive a rare blessing from your father: the ability to conjure and control fire. You are immune to fire damage. You also gain access to the following cantrips and spells.

*Control Flames*

*Produce Flame*

*Burning Hands*

*Aganazzar's Scorcher*

*Investiture of Flame*

## Expert Crafter

At level 3, you learn to create weapons and equipment. As part of a long or short rest, provided you have sufficient materials, you may create one piece of non-magical equipment, or up to twenty pieces of non-magical ammunition. This process takes 1 hour.

## Improved Crafter

Beginning at level 5, you can create magic items and weapons. Whenever you create a weapon, armor set, or piece of ammunition with your Expert Crafter feature, you can grant that item a +1 bonus. For a weapon or piece of ammunition, this grants a +1 bonus to attack and damage rolls, and for a piece or armor or shield, it grants a +1 bonus to AC. The bonus you are capable of giving a piece of equipment increases to +2 at level 11 and +3 at level 17.

## Automatons

At level 7, you learn to create automatons. As long as you have enough resources, you can spend 8 hours creating an automaton in the form of a Beast or a Dragon of CR 1 or less. The chosen creature is a construct instead of its other type, and is immune to poison and psychic damage and resistant to necrotic damage. It is also immune to the poisoned condition. You cannot have more than one automaton at once, but you can change the automaton's form by tinkering with it for an hour. Casting *Mending* on the Automaton restores 1d8 hit points to it. When the automaton is reduced to 0 hp, it crumbles into its composite parts and must be rebuilt. The automaton follows you commands, is friendly towards you and your party, and has its own turn in combat.

The CR limit of this ability increases to CR 2 at level 9, to CR 3 at level 11, to CR 5 at level 13, to CR 7 at level 15, to CR 9 at level 17, and to CR 11 at level 20.

## Enchanter

At level 11, whenever you create a magical item with your Improved Crafter feature, you can choose to give it a minor property.

## Legendary Tinkerer

At level 15, whenever you enhance an item with your Enchanter feature, you can choose a second minor property or a major and a minor property to give it. If you choose an additional minor property, you must choose two different properties. If you choose a major property, the item requires attunement. Major properties cannot be given to ammunition.

 Brutal
 Mighty
 Defiant