Equipment Packs - The Artificer Pack
It’s come to my attention that my Equipment Pack series is incomplete, as I neglected the Artificer and left it out. I feel like my subconscious may have done this one purpose. The Artificer looks like one of the more simple classes to create a pack for. All they need is a set of tinker tools and they are good to go, right? Sure it could be that simple, but if you drill down you realize there is more to the class, and their potential pack, that meets the eye.
The biggest issue in building a pack for the Artificer is that you’ll be thinking ahead and want to get items for whichever specialist you choose, but that’s a long way away. For right now, we’ll take a wide variety of items that can be used with the Magical Tinkering ability. It may seem like a flavor ability to some and they are right to an extent. Used creatively, the things you can do with this ability can come in quite handy.
Now there are artificer tools you can buy, but fat chance affording them out of the gate. For 50 gold you receive the items needed to pursue a specific craft or trade. You should already be proficient in Thieves’ Tools which are normally the tools you’d use the most. You’ll receive a set of them for half the price, allowing us to buy some other items For those looking to integrate the use of tools and kits in their games, check out our tools and kits articles found in the GM is Always Right section of Dump Stat. Here’s the link to the Making Tools Useful - Thieves’ Tools article
The items found in the pack are completely based on my ideas of fun/silly/helpful things you can do with your Magical Tinkering ability. As stated above, thieves’ tools are a must, and you should be using them as your arcane focus. You will also find the basics included in every pack, including journeybread, that all adventurers will need on their travels. The remaining items are a variety of equipment that you can do such things as cast light on, make eerie sounds emanate from, or leave a short message on. Feel free to switch out any of those items if you think up a creative idea for a mundane item, and please share it with me as I’m always looking for new ideas.
The Artificer Pack
Backpack (2 gp) - The bigger the backpack the more interesting, and some may say fun, items to use your magical tinkering ability on.
Bag of Ball Bearings (1 gp) - Let’s move past using these shiny little balls as an escape mechanism and have some fun. You can cast light on them and roll them down the dungeon hallway. It’s not going to provide you with useable light, but it sure will freak out creatures as they see a small bead of light on the floor heading towards them. If the light doesn’t do it for you, apply the same technique except having the ball bearing emit a growling sound. You can roll them at the creature over and over as the effect on the first one will end once you reach your maximum amount of objects you can bestow this property on. Those poor kobolds will think a large pack of wild dogs is coming at them and will already be begging and groveling before you emerge from the darkness.
Caltrops (1 gp) One of my main uses for caltrops is to secure a door. Let’s say a posse of Gith are chasing you and are quite upset since you stole their prized silver sword. Luckily, you got a bit of a headstart and are quickly running through the dungeon attempting to escape. After you slam a door shut behind you, use your caltrops to secure the door, slowing them down a bit. But before you start running again, imbue a couple of them with the sound of a wolf howling or (presumably) large dog barking. It’s not going to stop them, but it will most likely give them pause because even these fearsome warriors don’t want to charge into the waiting mouths of wild animals.
Journeybread (5 gp. each, 2 total in the pack. 4th edition PHB) - I will be using this as a replacement for rations for all of the classes. If you wish to use rations you are welcome to do so, just think about how many a player could carry if they only have a satchel. Journeybread is described as such: This magic bread fills the stomach and provides all necessary nutrients with only a few small bites, so you can carry food for a long journey without weighing yourself down. Don’t think of it as a magic item but instead an item that would be created through the use of specialized cooking skills. A nice cooking system can be found here.
Mirror (5 gp) - A mirror is handy when you want to look around corners, signal friends with reflected sunlight. For the artificer, you can have a little fun. Leave a creepy note on the mirror. Take a picture of yourself (how I’m not sure, but it says you can so break out that camera) so when they look into it all they see is your face with an evil grin.
Oil, Flask (1 sp) - A clay container that can hold up to 1 pint of oil. Our alchemist can practice throwing a container of damage-causing liquid if they want to become an alchemist. You can splash the oil in this flask onto a creature within 5 feet of the paladin or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil.
Parchment (1 sp) - A stiff, flat, thin material made from the prepared skin of an animal and used as a durable writing surface. Here’s one to mess with evil spellcasters. Write out what appears as a spell, but change a word or symbol here and there. Maybe your DM will cause something bad to happen. At the very least you’ll make them feel like a failure, if only for a little while.
Scroll Case (1 gp) - A real-looking scroll case is vital to putting the plan above (see Parchment) in motion. No wizard worth their salt will believe a spell scroll would come without a spell case.
Thieves' Tools (25 gp) - This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks. These will be your arcane focus. Treat them well.
Vial (1 gp) - A glass container used to hold liquid. I just liked the idea of fill it with acid or other nasty liquid and having it yell “Incoming!” when you throw it.
Waterskin (1 sp) - A container that is made from the bladder of a cow or goat that holds up to 4 pints of liquid. Everyone needs a little wine now and then.
Whetstone (1 cp) - Got to keep those tools sharp and shiny!
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