Base Class: Artificer
As a sentinel, you create powerful tracking and surveillance equipment to retain control of a perimeter.
Perceptive
As a sentinel, you are masterfully aware of your surroundings. At 3rd level, you gain proficiency and expertise in the perception skill.
Sentinel Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Sentinel Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
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3rd |
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5th |
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9th |
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13th |
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17th |
Mass Hold*, Wall of Force |
*Mass hold is a homebrew spell made for this class. It can be found at https://www.dndbeyond.com/spells/1475417-mass-hold
Arcane Turret
At 3rd level, you have begun to create powerful surveillance technology. You can spend 4 hours to create a turret. If your turret gets damaged, you can spend 5 minutes per hit point to repair it. As long as its hit points are greater than half of its hit point maximum, the mending spell can heal it 5 hit points. As an action, you can place and activate the turret on a surface that you can reach.
The turret is resistant to nonmagical bludgeoning, piercing, and slashing damage, and is immune to poison and psychic damage.
The turret has hit points equal to your intelligence modifier x your proficiency bonus. The turret detects any creatures within 45 feet, making an alert that is audible out to 30ft, and relaying a telepathic notice back to you. You may choose creatures for your turret to ignore. Any creatures entering within 45 feet of the turret that wish to avoid detection must make a stealth check against the turret’s perception. The turret uses your passive perception. The turret remains in effect only while you are within its 45 foot range. If you exit it, you must take an action to physically restart the turret.
As a bonus action, you may command your turret to take one of the following actions while it is active:
- FIRE: your turret makes a ranged spell attack using your spell attack modifier against a target of your choice within the turret’s range, or a target that the turret is scoped on. On a hit, the target takes 2d6 force damage.
- SURVEY: The turret returns to scanning its 45ft range. This removes the scoped effect.
- DEACTIVATE: The turret becomes inactive.
Mechanical Trips
At 5th level, you develop new technologies that allow you to remotely detect disturbances from a long range. As an action, you can place a trip on a surface within your reach. When a creature passes within 5 feet of one of your trips, it sends a signal back to your turret, which relays it in a 30ft audible signal and a telepathic signal to you. You may place a number of trips equal to your intelligence modifier.
your trips remain active while you are within 100 feet of them. If you leave this range, you must use an action to physically reactivate the trip. Trips are reusable, and one trip may be picked up in a turn as the “interact with object” action.
Each trip has 5 hit points, AC 11, and takes 10 minutes to make or repair.
Trips can connect to small devices, allowing the triggering of things like small explosives when the trip is triggered.
Improved Utility
At 9th level, your turret’s firepower increases. On a hit, it now deals 3d6 force damage. Additionally, you can now command the turret to SCOPE: the turret focuses in on a specific point. While scoped, the turret can shoot a target up to 100 feet away. The turret cannot scan its 45 foot range while scoped. The SURVEY command returns it to scanning.
When one of your trips go off, you can use your reaction to have your turret SCOPE in the direction of the trip. When your turret is scoped in this way, it gains advantage on attack rolls until it stops scoping toward that trip or until the end of your next turn, whichever comes first.
When one of your trips go off, you may also use your reaction to make all creatures within the trip’s range vulnerable to all damage until the end of their next turn. When you do this, that trip is considered broken and cannot be used again without repair.
Masterful Guardian
At 15th level, you have mastered working alongside your utility. When within range of your active turret, creatures of your choice gain a +1 bonus to all attack rolls, ability checks, and saving throws. Additionally, when you are within 10 feet of your turret, you gain advantage on attack rolls and your turret can shoot twice from one FIRE command.
Previous Versions
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6/1/2022 1:10:49 PM
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Coming Soon
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