Artificer
Base Class: Artificer

While most artificers iterate on one invention, Dungeoneers use their know-how to weaponize mundane objects. Trusted to safeguard untold riches and powerful artifacts, these slick inventors use basic adventuring gear to construct defensive traps, puzzles, and structures that can repel all but the most hardy and determined adventurers and marauders

Tools of the Trade

3rd-level Alchemist feature

 When you become a Dungeoneer Specialist at 3rd level, you gain proficiency with carpenters tools and smith's tools. If you are already proficient in carpenters tools and smith's tools, you gain proficiency with another set of artisan's tools of your choice. You also gain proficiency with improvised weapons. When you make an improvised weapon attack, you can use your Intelligence, in place of Strength or Dexterity, for the attack and damage rolls, and the damage die for any improvised weapon attacks you make becomes a d8 if it would be lower

Dungeoneer Spells

3rd-level Dungeoneer feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Dungeoneer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Dungeoneer Spells

Artificer Level Spell

3rd

alarm, unseen servant

5th

arcane lock, spike growth

9th

glyph of warding, tiny hut

13th

guardian of faith, resilient sphere

17th

passwall, wall of stone

Dungeoncraft

3rd-level Dungeoneer feature

Whenever you finish a long rest, you craft a number of objects of your choice from the table below equal to your Intelligence modifier (minimum of 1 object). They appear as mundane versions of those objects but turn to ash the following dawn after they are created. You can craft normal versions of these objects in one-quarter of the time. If an object you craft with this feature forces a creature to make a saving throw, they use your artificer Spell Save DC

Dungeoncraft Objects

acid (1 vial) hunting trap
alchemist's fire (1 vial) lock/manacles and key
ball bearings (1,000) oil (1 vial)
caltrops (200) portable ram
chain (25 feet) rope (50 feet)
crowbar sledge hammer
grappling hook torches (5)

Extra Attack

5th-level Dungeoneer feature

Beginning at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Arcane Improvisation

9th-level Dungeoneer feature

Starting at 9th level, your improvised weapon attacks and Dungeoncraft Objects are considered magical for the sake of overcoming resistance and immunity to non-magical attacks. Also, you can cast one of your Dungeoneer Spells without providing the material component once per long rest.

Master Dungeoneer

15th-level Alchemist feature

You have become a master of Dungeoneering. Beginning at 15th level, creatures have disadvantage on saving throws for your Dungeoncraft Objects and Dunegoneer spells. In addition, you learn to cast a ritual version of both the passwall and wall of stone spells. Casting them in this way takes 1 hour, doesn't consume a spell slot, and the structure created becomes permanent at the end of the ritual casting

Previous Versions

Name Date Modified Views Adds Version Actions
1/31/2023 5:22:55 PM
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