Elastic Thinker
Creative thinking and invention requires an amount of mental plasticity that is difficult to achieve. Some study many different disciplines or engage in rigorous physical activity to make the most out of their minds. These artificers seek these effects instead in the mysteries of biochemistry and find that a flexible mind often resides in an equally flexible body.
Bonus Proficiencies
When you select this archetype at 3rd level, you gain proficiency with alchemist’s supplies and can use them as your tools of artifice. If you already had proficiency, you gain an expertise die instead.
Elastic Potions
Starting at 3rd level, you learn how to create special concoctions specifically suited to your body, allowing you to literally stretch your mental and physical abilities. You can create a number of potions equal to your proficiency bonus over the course of a long rest. Creating these alchemical brews has no material cost. You regain all expended uses when you finish a short or long rest by utilizing alchemist’s supplies as your tools of artifice. Your elastic potions have no effect on any other creature and turn inert after your next long rest.
Cerebral Potion To make this potion, you must expend an infusion use. After drinking it, for the next 10 minutes you gain an expertise die when making an attack roll for an artificer spell.
Stretching Solution After drinking this solution, for the next 10 minutes you gain the following benefits.
- You gain an expertise die on Dexterity checks requiring fine manipulation (such as when using thieves’ tools).
- When you take the Attack action on your turn and make one or more melee attacks, your reach increases by 5 feet until the end of your turn.
- You gain an expertise die to saving throws to avoid being grappled and checks made to escape a grapple.
- You deal unarmed strike damage as though you were an adept of a level equal to your artificer level.
Elastic Thinker Spells
Starting at 3rd level, when you prepare your artificer spells you can prepare certain spells and create spell inventions for them in addition to your normal number of prepared spells. These spells count as artificer spells for you, even if they aren’t on the artificer spell list.
Table: Elastic Thinker Spells
3rd calculated retribution , identify
5th alter self , invigorated strikes
9th crushing haymaker , dispel magic
13th fabricate , private sanctum
17th legend lore , teleportation circle
Inventive Solution
Starting at 5th level, your stretching solution now grants the following additional benefits.
- You can use an action to stretch your arm (up to a number of feet equal to 5 × your proficiency bonus) towards an unattended object that weighs less than 2 pounds × your Strength score. As long as you have one hand free to grab the object, your arm immediately retracts and brings it to you.
- You can use a bonus action to stretch your arm (up to a number of feet equal to 5 × your proficiency bonus) towards an object that weighs at least twice as much as you. You must have an unobstructed path to the object, but it does not need to be a straight line. As long as you have one hand free to grab the object, your arm immediately retracts and brings you towards it. This movement does not provoke opportunity attacks.
- You can attempt to grapple creatures up to two size categories larger than you.
- You can use your Intelligence when making attack and damage rolls with your unarmed strikes.
Accrued Flexibility
Beginning at 9th level, all your time with an enhanced mind has given you greater mental capacities even without the aid of your solution. You gain an expertise die on Intelligence checks and checks made to craft items. In addition, you can also create unstable arcanum using Tactical Chemistry. However, if you do not use by the end of your next turn, it explodes as if set and lit. Your natural physical capabilities have also become flexible. You now always benefit from your solution’s expertise die on saving throws to avoid being grappled and checks made to escape a grapple and can always grapple creatures up to two size categories larger than you.
Incredible Intelligence
At 15th level, your Intelligence score increases by 2, and your maximum Intelligence score increases to 22.
Perfected Potions
Also at 15th level, the effects of your potions become absolutely fantastic. The expertise die granted by your cerebral potion becomes 1d6, and your expertise dice on attack rolls using artificer spells can be upgraded from d8 1d10, exceeding the usual limitation on expertise dice. While under the effects of your stretching solution you can pass through an opening as narrow as 1 inch wide without squeezing (though your equipment may not fit).