Base Class: Artificer
"All hands, heed my command! … Our finest hour is upon us! Tonight, we hunt! Tonight, we hunt!" - Unatrributed
The Whaler is an Artificer archetype that embodies the relentless pursuit of monstrous creatures, often at great personal cost. These warriors are forged in the crucible of the sea, where they hunt leviathans and other abominations that threaten humanity. Whalers are skilled in harpoon combat, teamwork, and surviving the harshest conditions. They are driven by a mix of duty, vengeance, and a grim understanding of the horrors that lurk beneath the waves.
Additional Whaler Spells
Artificer Level | Spell |
---|---|
3rd | Fog Cloud, Hunter's Mark |
5th | Misty Step, Rope Trick |
9th | Call Lightning, Wall of Water |
13th | Control Water, Black Tentacles |
*Because of limitations on licensed content some of the spells listed on the additional spells list must be added to your spellbook manually using avrae. You can do so by using the command, !sb add `spell name` .
Additional Proficiencies
Starting when you take this subclass, you gain proficiency with tridents, and vehicles (water).
Summoned Harpoon
Starting when you take this subclass at third level, you gain the ability to conjure a magical harpoon from nothing. As an action, you may summon a Harpoon of the Deep. You must use one of your attunement slots to summon the harpoon and you are considered proficient with it. Attacks made with this harpoon use either your Intelligence modifier or your Strength modifier. The Harpoon of the Deep uses the following statistics:
Harpoon of the Deep
Martial, Melee weapon 1d8 lightning damage, heavy, one-handed, special
Attacks made with this weapon deal 1d8 lightning damage on hit. Proficiency with this weapon allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Special. This weapon occupies both hands while wielding it. One hand must hold the weapons chain, while the other holds the spear of the Harpoon. Regardless, this is considered a one handed weapon.
Extra Attack
Starting at fifth level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Pequod Stances
Starting at fifth level, you master the art of harpoon combat, allowing you to switch between three stances. As a bonus action, you may enter one of the following stances. While in a stance you gain its benefits. You can change your stance as a bonus action.
Leviathan Captain Stance: Upon entering this stance your movement speed is reduced to 10ft, and you gain the following benefits:
- Thrown: Your harpoon gains the thrown property and has a short range of 20ft with a long range of 60ft.
- Aye Aye Cap: As a reaction when a creature within 30ft of you that you can see and is allied to you ends their turn, you can command them to draw back. They can move up to half their movement speed in a direction of your choosing away from a hostile creature.
- Chain Pull: When you hit a creature no more than two sizes larger than you with your harpoon, you can choose to pull it up to 10 feet toward you. If a creature is pulled within 5 ft of you, make a special attack with the harpoon’s chain dealing magical bludgeoning damage rather than the harpoon’s normal damage.
- Anchor Strike: As a bonus action after landing a successful hit, you can slam a harpooned creature into the ground or a solid surface. The target must succeed on a Strength saving throw against your Artificer save DC or be knocked prone.
Whirling Harpooner Stance: Upon entering this stance your armor class is decreased by 2 and you gain the following benefits:
- Reckless Harpoon: As an action while in this stance, you may choose to dash forth toward a creature moving up to your movement speed. If you end this movement within five feet of that creature you make three attacks in quick succession against it. The first two attacks deal damage as normal and the third attack does no damage. If all three attacks land the creature must make a Constitution saving throw against your Artificer save DC or be Grievously Wounded until the start of its next turn. A creature that is Grievously Wounded is resistant to healing from any source and takes an additional 1d4 slashing damage when hit by that damage type. After performing this action, you leave yourself susceptible to retaliation, creatures have advantage on attacks made against you.
- Slipknot Whip: As a reaction when you take damage from a melee attack, you can use the chain on your harpoon to make a contested grapple check against the creature that damaged you. If the creature is no more than two sizes larger than you and fails, it becomes restrained until the start of your next turn.
- Bleed the Leviathan: As a bonus action, you may spend one hit die taking the number rolled as lightning damage that cannot be reduced in any way to increase your walking speed by 10 feet until the end of your current turn.
First Mate's Stance: Upon entering this stance, you are vulnerable to lightning damage. This vulnerability cannot be overcome in any way and you gain the following benefits:
- Ambush As an action, you toss your harpoon into the air above a creature within 30 feet of you that can see. You teleport to your harpoon and crash towards the ground making an attack roll against that creature. On a hit, the creature must make a Dexterity saving throw against your Artificer save DC or take 1d8 lightning and 2d6 piercing damage and fall prone. The creature takes half as much on a successful save and suffers no further effects.
- Soporous Sting: When you take the attack action, you can replace one of your attacks with a special attack that deals no damage. Instead, creatures hit by this attack must make a Dexterity saving throw against your Artificer save DC. On a failure. that creature has its movement speed set to zero until the end of its next turn.
- Retreat: As a reaction when a hostile creature ends its turn within 5 feet of you, you can move 10 feet in any direction without provoking an attack of opportunity.
Reinforced Harpoon
Starting at 9th level, your summoned harpoon becomes more powerful. The Harpoon of the Deep becomes a +1 weapon and gains an additional damage die; however, the weapon's base damage die is lowered to a d6.
Master of the Seas
Starting at 15th level you've learned how to use your harpoon more effectively. Your stances have improved and you gain a new way to use them. You may now change your chosen stance as a free action at the start of your turn. Additionally, when you reach this level, you may choose one of the following improvements to one of your stances:
First Mate's Stance: Crashing Wave
First Mate's Stance
- Crashing Wave: As an action, you can summon a massive wave of force to crash down on your enemies. Each creature in a 15-foot cone must make a Strength saving throw against your Artificer save DC. On a failed save, a creature takes 5d8 bludgeoning damage and is pushed 15 feet away from you. On a successful save, it takes half damage and is not pushed. You may use this feature a number of times equal to half your proficiency bonus per short rest. Additionally, you may expend a charge of your Flash of Genius to use it again before your next short rest.
Leviathan Captain Stance: Anchor Away
Leviathan Captain Stance
- Anchor Away: As an action, you can summon a massive anchor to crush your enemies. Choose a point within 60 feet. Each creature within a 10-foot radius of that point must make a Strength saving throw against your Artificer save DC. On a failed save, a creature takes 5d8 bludgeoning damage and is restrained until the end of your next turn. On a successful save, it takes half the damage and suffers no further effect. You can use this feature a number of times equal to half your proficiency bonus per short rest. Additionally, you may expend a charge of your Flash of Genius to use it again before your next short rest.
Whirling Harpooner: Cyclone Strike
Whirling Harpooner Stance
- Cyclone Strike: As an action, you can spin your harpoon with incredible speed, creating a whirlwind around you. Each creature within 15 feet of you must make a Dexterity saving throw against your Artificer save DC. On a failed save, a creature takes 5d8 slashing damage and is pulled 10 feet towards you. On a successful save, it takes half the damage, and is not pulled. You can use this feature a number of times equal to half your proficiency bonus per short rest. Additionally, you may expend a charge of your Flash of Genius to use it again before your next short rest.

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