TEXT:  
   
   
  
  1 
  CREDITS 
  Designer: Julia Pluta 
  Template: Simple Microsoft Word Template by Laura 
  Hirsbrunner 
  Special Thanks: Tim Holloway, for helping me refine this idea. 
   
   
  ON THE COVER 
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  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product 
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  pp 
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for 
  Dungeon Masters Guild. 
   
  All other original material in this work is copyright 2022 by Julia Pluta and published under the Community Content Agreement for Dungeon Masters Guild. 
   
  
  2 
  TABLE OF CONTENTS  
  Credits .................................................................................... 1 
  Table of Contents.................................................................. 2 
  The Wondermaker ................................................................ 3 
  Inspirations ....................................................................................3 
  Wondermaker Patron Features ..................................................3 
  Bonus Spells ..............................................................................3 
  End-User Training ..................................................................3 
  Tech Savvy .................................................................................3 
  Invoked Infusions ....................................................................3 
  Style over Substance .............................................................. 4 
  Master Gadgeteer .................................................................... 4 
   
   
   
  
  3 
  THE WONDERMAKER 
  “Good, you’re here. Come in, come in,” the old man 
  chittered as he gestured for Nira to enter. “How did the last 
  batch work out for you?” 
  Nira pulled the small cylinder he’d given her from her 
  pouch. “It worked like you said. As I spoke through it, my 
  words entranced one of the gang members. He let me right 
  into their lair.” 
  “Excellent! I’d hoped that would be the case. It’s so hard 
  to find good test subjects!” He scurried to his workbench 
  and picked up a small bauble that seemed to glow a variety 
  of colors. “Behold! My newest creation!” he said as he 
  handed it to Nira. 
  Nira looked the bauble over. “What does it do?” 
  The old man cackled. “It’s a little protective device I’ve 
  designed. Activate it like I showed you with the others, and 
  it will protect you from the elements! It’s genius, as 
  usual!” 
  Nira added the bauble to her small collection of tools the 
  old man had given her: The wristlet that fired bolts of force 
  and the charming device. “I’ll see to it that this gets good 
  use. Now, what ‘testing’ do you need to be done today?” 
  INSPIRATIONS 
  Fiction is full of heroes who get their tools from a 
  dedicated gadget-master. In the James Bond films, the 
  character Q provides Agent 007 with dozens of gadgets 
  that blur the lines between magic and technology with 
  their unrealistic effects. In The Adventures of Brisco County 
  Jr., Professor Wickwire occasionally showed up to provide 
  Brisco with some gadget to overcome his latest challenge. 
  In Final Fantasy XIV, the master smith Gerolt helps the 
  Warrior of Light by forging ever more powerful weapons in 
  the course of their adventures. 
  If you’ve wanted to be an adventurer with a genius 
  inventor benefactor, then the Wondermaker is the 
  Otherworldly Patron for you. 
   
  WONDERMAKER PATRON 
  FEATURES 
  You have found a gifted artificer, inventor, tinkerer, smith, 
  or some other famed crafter of fine things who serves as 
  your patron, providing you with devices that function as a 
  Warlock pact for you. 
  BONUS SPELLS 
  When you take this Patron at first level, the following 
  spells are added to the list of Warlock spells for you: 
   
  WONDERMAKER BONUS SPELLS 
  END-USER TRAINING 
  When you take this patron at first level, your patron 
  spends time training you in the use of the technology at 
  your disposal (see sidebar “Wondermaker Magic” for more 
  information). Additionally, they teach you to use your 
  tools to improvise solutions to problems. You gain 
  proficiency in medium armor and your choice of thieves’ 
  tools or tinker’s tools. If you are proficient in both of those 
  tools already, you gain proficiency in an artisan’s tool of 
  your choice instead. You may use a magic weapon or any 
  artisan’s tool you are proficient with as a spellcasting 
  focus for your Warlock spells. Finally, you know the 
  mending cantrip, which does not count towards your 
  known cantrips for this class. 
   
  TECH SAVVY 
  Starting at first level, your guile lends itself to your ability 
  to understand the world. You may add your Charisma 
  modifier to any Intelligence check. 
   
  INVOKED INFUSIONS 
  Starting at 6th level, you gain access to modifications that 
  can be used to enhance items in your possession, or magic 
  items from your patron. You can replace up to two of your 
  Eldritch Invocations with Artificer Infusions (see Tasha’s 
  Cauldron of Everything pp. 20-23 or Eberron: Rising from the 
  Last War pp. 61-63) as if the Infusions were Eldritch 
  Invocations. You can choose any infusions which do not 
  have a level requirement, and up to one that requires 
  Artificer 6th level. At 10th level, you can replace an 
  additional Eldritch Invocation that requires Artificer 10th 
  level or lower, and at 14th level, you can replace one more 
  Invocation with an infusion with an Artificer level 
  requirement of 14th or lower. You must meet all other 
  requirements for an infusion. You may have a number of 
  infused items at any time equal to the number of infusions 
  you know. 
   
  Class Level Spells 
  1st 
  absorb elements, cure wounds 
  3rd 
  blur, magic weapon 
  5th 
  haste, revivify 
  7th 
  fabricate, stoneskin  
  9th 
  animate object, Bigby’s Hand 
  
  4 
  STYLE OVER SUBSTANCE 
  At 10th level, you’ve learned to apply the “Rule of Cool” to 
  gain the sort of insights your patron does when providing 
  advice gained through careful study. As a reaction, when 
  you or a creature within 30 feet of you makes a saving 
  throw or ability check, you may add your Charisma 
  modifier to that roll. You may use this ability a number of 
  times equal to your proficiency bonus, regaining all uses 
  after completing a long rest. 
   
  MASTER GADGETEER 
  At 14th level, you become an expert in using magical 
  equipment. You are proficient in all magical weapons, 
  including firearms if your campaign is using the optional 
  firearms rules. When using a magical weapon that does not 
  have the Heavy trait, you can use your Charisma bonus for 
  attack and damage rolls instead of Strength or Dexterity. 
  Additionally, you may attune to magic items that require 
  attunement by an Artificer as if you were an Artificer. You 
  may also attune to 1 additional magic item, and you gain a 
  bonus to all saving throws equal to half the number of 
  items to which you are attuned, rounded down. 
   
   
  
  5 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Subclasses/Warlock/The Wondermaker - A Warlock Patron.pdf