Artificer
Base Class: Artificer

3rd Level — Excavator's Drill

You construct a specialized magical drill that functions as your spellcasting focus.

The drill is a martial melee weapon that deals 1d10 piercing damage and has the versatile (1d12) property.

You can use Intelligence instead of Strength for attack and damage rolls with the drill.

Additionally, the drill counts as a set of artisan's tools for purposes of excavation, stonework, and archaeological work.

The drill has one particularly important property:

Tunneler. You gain a burrowing speed of 10 feet through earth, sand, clay, gravel, and other nonmagical loose material.

You cannot burrow through solid worked stone or metal unless another feature specifically allows it.


3rd Level — Burrow

As a bonus action, you can activate your drill and partially submerge yourself into the ground.

Until the end of your current turn:

  • You gain a burrowing speed of 20 feet.
  • You can move through earth and stone.
  • You don't provoke opportunity attacks while burrowing.
  • You can move beneath the surface without needing to breathe.
  • You cannot make attacks while completely underground.

At the end of your turn, you must emerge into an unoccupied space.

You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.

This is essentially Venture's Burrow ability from Overwatch.


5th Level — Drill Dash

Your drill becomes capable of launching you forward with tremendous force.

As an action, you can move up to 30 feet in a straight line without provoking opportunity attacks.

You can move through creatures during this movement.

Each creature whose space you pass through must make a Dexterity saving throw against your artificer spell save DC.

On a failure, the creature takes:

2d8 piercing damage + your Intelligence modifier

On a success, it takes half damage.

If you begin this movement while underground, increase the damage to 3d8.

You can use Drill Dash a number of times equal to your Intelligence modifier per long rest.


5th Level — Enhanced Excavation

Your mastery of the drill lets you manipulate the battlefield.

As an action, you can excavate a 10-foot-square area of nonmagical earth, sand, gravel, or stone within 30 feet.

The area becomes difficult terrain until you finish a long rest.

Alternatively, you can create a tunnel through the affected area large enough for a Medium creature to pass through.

This gives Venture a surprisingly useful amount of out-of-combat utility.

Need to get through a wall?

Dig.

Need a defensive trench?

Dig.

Need to find an ancient ruin?

Definitely dig.


9th Level — Tectonic Burst

As an action, you slam your drill into the ground and unleash a surge of magical earth.

Choose a point within 30 feet.

Each creature in a 15-foot-radius sphere centered on that point must make a Dexterity saving throw.

On a failure:

4d8 bludgeoning damage

and the creature is knocked prone.

On a success, it takes half damage and isn't knocked prone.

The ground within the area becomes difficult terrain until the beginning of your next turn.

You can use this feature once per short or long rest.

This is essentially the D&D equivalent of Venture's Tectonic Shock.


15th Level — Supercharged Drill

Your drill becomes extraordinarily powerful.

Once per turn when you hit a creature with your Excavator's Drill, you can deal an additional:

2d8 piercing damage

If the target is standing on earth, stone, or another solid surface, you can instead force it to make a Strength saving throw.

On a failure, it is pushed 10 feet.

Additionally, your Burrow speed increases to 30 feet.


17th Level — Ultimate Excavation

As an action, you unleash an enormous eruption of earth.

You can burrow up to 30 feet and then erupt from the ground.

Every creature within 15 feet of the point where you emerge must make a Dexterity saving throw.

On a failure, it takes:

8d8 bludgeoning damage + 4d8 piercing damage

and is thrown 10 feet upward and 10 feet away from you.

On a successful save, it takes half damage and isn't thrown.

After using this feature, you cannot use it again until you finish a long rest.


Spells

Cantrips

  • Magic Stone
  • Mold Earth

1st Level

  • Absorb Elements
  • Catapult
  • Earth Tremor
  • Expeditious Retreat

2nd Level

  • Maximillian's Earthen Grasp
  • Misty Step
  • Spider Climb
  • Shatter

3rd Level

  • Erupting Earth
  • Meld into Stone
  • Thunder Step

4th Level

  • Stone Shape
  • Stoneskin

5th Level

  • Transmute Rock
  • Wall of Stone

The Drill

Winston — Excavator's Drill

Weapon, rare (requires attunement)

1d10 piercing, versatile (1d12)

You gain a +1 bonus to attack and damage rolls made with this weapon.

While holding the drill:

  • You can use Intelligence instead of Strength for its attack and damage rolls.
  • You gain a 10-foot burrowing speed through nonmagical earth.
  • You can use the drill as an arcane focus.
  • The drill sheds dim light in a 10-foot radius when activated.

Excavation. The drill deals double damage to objects and structures made primarily of earth or stone.

Level 3: 3rd level - excavator's Drill

You construct a specialized magical drill that functions as your spellcasting focus.

The drill is a martial melee weapon that deals 1d10 piercing damage and has the versatile (1d12) property.

You can use Intelligence instead of Strength for attack and damage rolls with the drill.

Additionally, the drill counts as a set of artisan's tools for purposes of excavation, stonework, and archaeological work.

The drill has one particularly important property:

Tunneler. You gain a burrowing speed of 10 feet through earth, sand, clay, gravel, and other nonmagical loose material.

You cannot burrow through solid worked stone or metal unless another feature specifically allows it.

3rd level - Burrow

As a bonus action, you can activate your drill and partially submerge yourself into the ground.

Until the end of your current turn:

  • You gain a burrowing speed of 20 feet.
  • You can move through earth and stone.
  • You don't provoke opportunity attacks while burrowing.
  • You can move beneath the surface without needing to breathe.
  • You cannot make attacks while completely underground.

At the end of your turn, you must emerge into an unoccupied space.

You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.

Level 5: 5th Level - Drill dash

Your drill becomes capable of launching you forward with tremendous force.

As an action, you can move up to 30 feet in a straight line without provoking opportunity attacks.

You can move through creatures during this movement.

Each creature whose space you pass through must make a Dexterity saving throw against your artificer spell save DC.

On a failure, the creature takes:

2d8 piercing damage + your Intelligence modifier

On a success, it takes half damage.

If you begin this movement while underground, increase the damage to 3d8.

You can use Drill Dash a number of times equal to your Intelligence modifier per long rest.

5th Level — Enhanced Excavation

Your mastery of the drill lets you manipulate the battlefield.

As an action, you can excavate a 10-foot-square area of nonmagical earth, sand, gravel, or stone within 30 feet.

The area becomes difficult terrain until you finish a long rest.

Alternatively, you can create a tunnel through the affected area large enough for a Medium creature to pass through.

This gives Venture a surprisingly useful amount of out-of-combat utility.

Need to get through a wall?

Dig.

Need a defensive trench?

Dig.

Need to find an ancient ruin?

Definitely dig.

Level 9: 9th Level — Tectonic Burst

As an action, you slam your drill into the ground and unleash a surge of magical earth.

Choose a point within 30 feet.

Each creature in a 15-foot-radius sphere centered on that point must make a Dexterity saving throw.

On a failure:

4d8 bludgeoning damage

and the creature is knocked prone.

On a success, it takes half damage and isn't knocked prone.

The ground within the area becomes difficult terrain until the beginning of your next turn.

You can use this feature once per short or long rest.

Level 15: 15th Level — Supercharged Drill

Your drill becomes extraordinarily powerful.

Once per turn when you hit a creature with your Excavator's Drill, you can deal an additional:

2d8 piercing damage

If the target is standing on earth, stone, or another solid surface, you can instead force it to make a Strength saving throw.

On a failure, it is pushed 10 feet.

Additionally, your Burrow speed increases to 30 feet.

Archaeological Excavator Image

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