Base Class: Artificer
I'll gladly take the high road, or even take the low, but if you have to take me apart to get me there, then I for one won't go.
Singing, take me apart, take me apart, you must be off your head! And if you try to take me apart to get me there, I'll stay right here in bed.
I teleported home one night, with Ron and Sid and Meg. Ron stole Meggie's heart away, and I got Sidney's leg.
-Hitchhiker's Guide to the Galaxy
Tunnelers are cunning artificers that learn to exploit the magical laws that govern teleportation. Their search to master fast travel magic has allowed them to build Rift Keys, magic items that can channel various teleportation effects.
Tunneler Spell List
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Level |
Spells |
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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 |
Capricious Step
Starting from 3rd level, your movement speed increases by 5 feet. In addition, your figure is blurry due to reality warping around you, providing disadvantage on any attacks of oppurtunity made against you.
Minor Rift Key
At 3rd level you learn how to craft a Rift Key, a marvel of magic and technology that allows you to channel teleportation effects. Whenever you finish a long rest you can touch any
nonmagial Tiny object and turn it into your Rift Key. The Rift Key is a magical item, and counts as an infused item for the purpose of determining the maximum number of infused items you can have at at a time. You can only have one Rift Key active at any time. If you make a second Rift Key, the fist one reverts to a nonmagical object. The Rift Key has a number of charges equal to twice your proficiency bonus, and it regains expended charges when you take a Long rest. While the Rift Key is within 5 feet of you, you can
use its charges to fuel the abilities described below.
Intermittent Stride
Whenever you take a long jump, you can expend 1 charge of the Rift Key to instead teleport to the position you would land. This ability does not increase your jumping distance, and cannot be used while you are falling.
Rift Blade
As a bonus action, you can expend 1 charge of the Rift Key to empower a melee weapon you are holding, turning it into a miniature planar rift. For 1 minute, the weapon's damage die becomes 1d10, it deals force damage instead of its regular damge type, and you can use your Intelligence modifier, instead of your Strength or Dexterity modifier, for attack and damage rolls made with it. If the weapon is not magical it becomes magical for the duration. This effect ends early ifthe weapon is more than 5 feet from you, or if you end it as a bonus action.
Dimensional Ripple
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Improved Rift Key
At 9th level you can create more powerful Rift Keys from Small objects in addition to Tiny objects. You gain the following addtional uses of the Rift Key charges.
Mass Shift
You can now expend 3 charges of the Rift Key to cast the teleportation circle without expending a spell slot. When you do so, the center of the teleportation circle is the Rift Key itself.
Move Elsewhere
You can expend 2 charges of your Rift Key to cast the etherealness spell without expending a spell slot, but the spell ends at the start of your next turn.
Perfected Rift Key
At 15th level you have achieved a deep, systematic knowledge of teleportation magic that allows you to delve deeper into the potential of your Rift Keys. You gain the following additional uses of the Rift Key charges.
Directional Overload
You can now expend 4 charges of the Rift Key to cast the scatter or the arcane gate without expending a spell slot.
Rift Collapse
While your Rift Blade feature is active and you hit an enemy with it, you can choose to collapse the miniature planar rift, generating a localized force surge. When you do so, you can expend a number of charges of your Rift Key up to your Intelligence modifier (minimum of 1 charge) to deal 1d8 force damage. For each charge expended after the first, the enemy takes 1d6 additional force damage. When you use this ability, the Rift Blade feature ends.
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