Artificer
Base Class: Artificer

You use your inventions to help you navigate the concrete jungle. Perhaps even to navigate your way into a bank vault.

Tools of the Trade

3rd-level Urban Explorer feature

You gain proficiency with woodcarver’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Urban Explorer's Spells

3rd-level Urban Explorer feature

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

Urban Explorer Spells
Artificer Level Spell

3rd

alarm, fog cloud

5th

find traps, knock

9th

tiny hut, meld into stone

13th

arcane eye, faithful hound

17th

passwall, mislead

Battle Ready

3rd-level Urban Explorer feature

When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:

  • You gain proficiency with martial weapons.
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Specialty Arrows

3rd-level Urban Explorer feature

During your travels you've discovered that firearms are too noisy, and that bows don't have enough strength, so you've decided to focus on crossbows, and you've created specialty bolts for your crossbow.

You can create arrows that are fueled by special dice known as Specialty Arrow die, which are each a d6. You have a number of these die equal to twice your proficiency bonus. When you reach certain levels in this class, the size of your Specialty Arrow dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

Specialty Arrows: Many specialty arrows enhance an attack in some way. You can use only one specialty arrow per attack, unless otherwise specified. You regain all your expended Specialty Arrow dice when you finish a long rest.

Bolas Arrow: Immediately after you hit a creature with a ranged weapon attack on your turn, you can expend one Specialty Arrow die, and the target must succeed on a Strength saving throw, against your spell save DC, or be restrained. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, they are not restrained. The target remains restrained by the bolas until the target, or another creature, uses an action to make a Strength check against your spell save DC. On a success, the target is freed.

Precision Arrow: When you make a ranged weapon attack roll against a creature, you can expend one Specialty Arrow die to add it to the roll. You can use this specialty arrow before or after making the attack roll, but before any effects of the attack are applied. This Specialty Arrow can be used with other Specialty Arrows.

Piercing Arrow: Immediately after you hit a creature with a ranged weapon attack on your turn, you can expend one Specialty Arrow die to add it to the attack’s damage roll.

Grappling Hook Arrow: As a reaction, when you fall more than 10 feet, or when a creature ends its turn within 5 feet of you, you can expend one or more of your Specialty Arrow die, up to a number equal to your proficiency bonus, and roll them. This arrow hits a location within a number of feet away equal to the number rolled times 5. A rope connected to this arrow is then secured to that location. On each of your turns, you can use your movement to climb the rope. The total length of the rope is equal to the number of Specialty Arrow dice you expended, times 30. As part of this reaction, you can move up to half your speed to climb the rope. This movement doesn’t provoke opportunity attacks.

 

Extra Attack

5th-level Urban Explorer feature

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Improved Arrows

9th-level Urban Explorer feature

Starting at 9th level, you’ve become more adept at using your specialty arrows, for your Precision and Piercing Arrows, you can now use up to 2 Specialty Arrow dice, rather than just one. And there is no longer a limit to the number of Specialty Arrow dice you can use for your Grappling Arrow.

Additionally, you’ve discovered new ways to use your Specialty Arrows:

Exploding Arrow: Immediately after you hit a creature with a ranged weapon attack on your turn, you can expend two Specialty Arrow dice, and roll them, to cause the arrow to detonate after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take fire damage equal to the number rolled.

Zipline Arrow: As a bonus action, you can expend one or more of your Specialty Arrow die, and roll them. This arrow hits a location within a number of feet away equal to the number rolled times 5. A second arrow hits a location within 10 feet of you. A rope connected these two arrows together. On each of your turns, you can use your movement to travel a distance equal to twice your speed across the Zipline. As part of this bonus action, you can move up to half your speed to travel the zipline. This movement doesn’t provoke opportunity attacks.

Limitless Quiver

15th-level Urban Explorer feature

Starting at 15th level, when you roll initiative and have no Specialty Arrow dice remaining, you regain 2 Specialty Arrow dice.

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