Artificer
Base Class: Artificer

Deep in the jungle, or lost at sea, or even stranded in a foreign land, the Commando is never truly lost. A master of ingenuity and adapting the world around them through practical and magical means, they always find a way to make the best of what they've got. 

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Commando Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Commando Spells
Artificer Level Commando Spells
3rd Entangle, Alert
5th Heat Metal, Spider Climb
9th Plant Growth, Glyph of Warding
13th Greater Invisibility, Confusion
17th Animate Objects, Wrath of Nature

Adaptive Mind

By level 3 you are particularly expert react and adapt to the environment around you. You gain proficiency in: 

  • Survival, and
  • either Stealth or Nature, and
  • either Deception or Sleight of Hand. 

Trap Master

The Commando knows that the best fights occur on their terms, and have mastered the ability to manipulate their environment through obstructions and traps to achieve that end. You have mastered the ability to create traps and bombs using the materials available to you. 

Using your arcane abilities, your tools and the materials available to you, you can spend 30 minutes creating one of the following traps without requiring additional resources. Traps weigh 15 pounds. You can make 1 trap per short rest. The maximum number of portable traps you can hold is equal to your intelligence modifier (minimum one). 

Creatures must succeed on a perception check against your Spell save DC to perceive a trap you have set, unless they witnessed you setting it. Disarming a trap you have set requires a successful check against your Spell save DC. 

Portable traps: These are created during a short or long rest. Setting a portable trap requires on action, however, you can take one minute to camouflage the trap while it is being set, and this adds 5 to the perception check required to perceive the trap. Portable traps can be disarmed and moved if not triggered; you gain advantage on checks to disarm your own traps. 

Unless otherwise specified, portable traps deal damage deal 1d8 of the damage type specified, plus your intelligence modifier. 

In-place traps: These are built into the environment around you. You can take an additional 10 minutes to camouflage the trap while it is being set, and this adds 5 to the perception check required to perceive the trap. In-place traps are destroyed when disarmed. 

Unless otherwise specified, in-place traps which deal damage deal 2d8 of the damage type specified, plus your intelligence modifier. 

You can create traps which cause that following effects:

At level 3:

  • Trip, or knock a large or smaller creature prone; creatures must succeed on a Dexterity saving throw to avoid the effect. These traps are hard to identify, and have an additional +5 to the DC to perceive them. 
  • Explode, causing fire damage in a 10 foot radius sphere; creatures must make a Dexterity saving throw, taking half damage on a success. Objects in the area automatically fail the save. 
  • Heavily obscure the area in a 20 foot radius sphere
  • Adhere creatures and objects to each other in a 5 foot radius sphere; creatures must make a Dexterity saving throw to avoid the effect, and succeed on a Strength (Athletics) check to become unstuck. 

At level 5:

  • Destruct, you can increase the blast radius of your explode traps to 20 feet, and damage dealt to objects and terrain is doubled; creature which fail their Dexterity saving throw are also knocked prone. 
  • Flashbang, creatures in a 20 foot radius sphere must succeed on a Constitution saving throw or become Blind and Deaf for 1 minute. They may repeat the constitution saving throw at the end of their turn, ending the effect on a save. 

At level 9:

  • Gravity Well - Pull; All creatures in a 15ft radius must succeed a strength saving throw or be either pulled towards the trap, ending as close as possible to its origin and taking bludgeoning damage. They are considered restrained, until they succeed on a strength saving throw, which they can make as an action on their turn. This effect occurs when triggered, and then effects all creatures ending their turn within the well, or entering it for the first time on their turn. The well lasts for 1 minute or until dispelled.
  • Gravity Well – push; All creatures in a 15ft radius must succeed on a strength saving throw or be pushed directly away from the trap – ending 30 feet away from it. feet directly away from it (including up if the creature triggered the trap by standing on it). The well lasts for 1 minute or until dispelled.

At level 15:

  • Create an anti-magic field in either a 10ft or 30ft radius. This lasts for 1 minute.
  • Disorientation; all creatures within 30ft must make a Wisdom saving throw, on a failed save roll a d8 to determine the disorienting effect, each creature which fails their throw rolls independently:
    • 1: Laughter: Creatures fall prone and laugh uncontrollably.
    • 2: Fear: Creatures are considered frightened of all creatures within 30 feet of them
    • 3: Memory: Creatures will believe they are reliving a traumatic event from their past.
    • 4: Anger: Creatures use all their actions, bonus actions and reactions to attack the closest creature to them; they will not use spells to do this.
    • 5: Roar: Creatures fall prone and are deaf and blind.
    • 6: Haze: Creatures have all movement speeds set to 10 feet, and make all rolls with disadvantage.
    • 7: Falling: Creatures will believe they are falling from a great hight.
    • 8: Unconscious: Creatures fall unconscious.

Creatures with intelligence less than 5 are immune to this effect.

At level 20:

  • Calamity; this trap takes 24 hours, and 500 gold to create, and then 1 hour to set. It can only be placed as an in-place trap. When triggered, one of the following effects occurs:
    • Earthquake, within a 100 foot radius circle, with the same effect as the Earthquake spell
    • Tsunami, a wall of water springs forth, 300 feet high, and then expanding to a 100ft radius around the trap. The column lasts for 1 minute and then subsides (the water does not disappear, but is no longer held up in a column).
    • Maelstrom; the area within a 100 foot radius around the trap, and 100 feet high,  swirls into a raging storm, lasting 1 minute. The Maelstrom has the effects of a Storm of Vengeance.

Arcane Trapper

Any damage caused by your traps is now considered magical. Gain +1 to your spell save DC. 

 

Quick deploy

From level 9 your trapmaster skills allow you to deploy your traps in the heat of battle. You may now quick deploy portable traps in the following ways: 

  • Bombmaster: Your traps can be configured to be thrown, triggering on impact. 
  • Remote triggers: As a reaction you may send a mental command to any trap you can see, causing it to trigger. 
  • Adhesive deployment: As an action you may use one of your attacks to attach a portable trap to an object or creature. This trap is triggered at the start of the targets turn.  

Your have an additional reaction between each of your turns. 

Know their weaknesses

From 15th level you gain the following benefits:

Spell storing:

Your traps act as spell storing items for the purpose of your 11th level ability.  You may use your reaction to trigger the spell when the trap is triggered, fully expending the spell from the trap. 

Enhanced traps:

Wheh creating a trap, you may add of the following effects to your traps:

  • The trap deals additional damage; +Xd6 force damage, where X is equal to your intelligence modifier
  • The trap can inflict conditions, pick one of the following conditions and targets must succeed on a consitution saving throw or;
    • be poisoned for 1 minute,
    • be stunned for 1 minute or until they succeed on a repeated save (at the end of thier turn),
    • fall unconscious for 1 turn
    • Become petrified; they have 1 minute to succeed on 3 constitution saving throws or become petrified. They make one saving throw at the end of each turn

Hunters eye:

  • May spend a bonus action to make a perception check against a creature armour class, and if you succeed you know thier damage vulnerabilities, resistances and immunities, and any consdition immunities.
  • Land a critical hit when you roll a 19. 

 

Comments

Posts Quoted:
Reply
Clear All Quotes