Base Class: Artificer
Custodian Defenders are designed for a multitude of attacks from all sides; but where they lack strength, they make up for it in wits, and tactical advantage. armed with their adaptation shields, they can react to any situation, defending themselves and their allies, providing a strong defensive support whilst the team make up the offensive. but for when such times call, they can convert their shields into Camograph Suits, charging headfirst into battle with the aid of their adaptable shields, or laying down covering fire from a distance.
Custodian Defender Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Custodian Defender Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
| Custodian Defender Spells | |
|---|---|
|
Artificer Level |
Custodian Defender Spells |
| 3rd | Shield, Entangle |
| 5th | Warding Bond, Find Traps |
| 9th | Pulse Wave, Aura of Vitality |
| 13th | Resilient Sphere, Intellect Fortress |
| 17th | Circle Of Power, Wall of Force |
*Note: Whilst you do have access to Pulse Wave and Aura of Vitality at 9th level, DnD Beyond Creator does not recognise the spells, so will not allow them to be added to the subclasses spell list. you will have to remember you have them, and when you cast them, do -i, then manually remove the spell slot.*
Custodian Shield
At 3rd level, you learn how to create a defensive shield. As an action, you can choose to activate your defensive shield; you can either place it on your chest for the Reflection Shield, or throw it up to 20ft for the Bulwark Shield or Fortification Shield.
Once you create a shield, you can't do so again until you finish a long rest. or until you expend a spell slot of 1st level or higher. You can have only one shield at a time and can't create one while your shield is present. The shields are considered a magical object. If the Mending spell is cast on it, it regains 2d6 hit points(or temporary hit points, for the Reflective Shield). It breaks if it is reduced to 0 hit points, and you can dismiss it early as an action.
| Eldritch Cannon | |
|---|---|
| Custodian Shield Type | Activation |
| Reflective Shield | The Reflective shield covers your body completely, acting as a second skin. when activated, you gain temporary hit points equal to 3 times your artificer level. |
| Bulwark Shield | The Bulwark Shield acts as a 15ft wall; when activate, it can expand in any direction, and you can choose if it is in a straight line or angles, and it's height is up to 5ft. It's AC is treated as 0, and its hit points is equal to 10+3 times your artificer level. whilst behind it, each creature gains the benefits of half cover. |
| Fortification Shield | The Fortification shield expands in a 20ft radius from the point its activated, creating a hemisphere; each creature within 20ft is concealed inside it. It's AC is considered 0, and its Hit points is equal to 10 + 4 times your Artificer Level. attacks and spells cannot pierce the shield, and creatures inside or out cannot see through. |
Enhanced Custodian Shield
Beginning at 5th level, your abilities as a defender are enhanced, as each shield form gains an upgrade. whenever you create a shield, it gains the following ability matching its type.
Reflective Shield: The Reflective Shield now acts as an active camouflage; whilst you have your shield active, you gain a bonus to stealth checks equal to your Intelligence Modifier.
Bulwark Shield: The Bulwark Shield becomes sturdier, increasing in defence. It's AC is now considered equal to half your Artificer Level.
Fortification Shield: The Fortification shield increases in its defensive capabilities and size; its radius now increases to 30ft, and it's AC is now considered equal to half your artificer level.
Defence Operative
Beginning at 9th level, your abilities as a Defensive Specialist grow beyond your shields, as you find ways to defend large areas.
You can spend 10 minutes on an area up to 100x100, placing "Sensors" in strategic positions. once the hour is complete, you can choose up to 6 creatures (including yourself) to not be affected by the sensors. for the next 8 hours, anyone who steps into the area and is affected must make a Dex save against your Sensors for every 10ft they move. if they fail, an alarm is triggered, stating which 10x10 area was triggered by the sensors. you can choose to have the alarm sound be either in your mind or to activate at a point you choose; If you are resting, this alarm can wake you up.
Custodian Sentinel
Beginning at 15th level, you gain access to powerful upgrades, maxing out your defensive capabilities. each Shield now gains an additional ability, dependant on which shield you create.
Reflective Shield: Whenever you are hit with a ranged attack, as a reaction you can deflect a portion of the attack; the original attacker makes a dex save, taking half the damage you took on a failed save, or a quarter of the damage on a success. As part of the reaction, you can then move up to your walking speed.
Bulwark Shield: The bulwark shield increases in size, gaining access to a second form. it's length now increases to 30ft whilst in half-cover mode. as an action, you can switch modes; its length decreases to 10ft, but increases to up to 30ft in height, providing full cover to anyone behind it.
Fortification Shield: The Fortification shield gains improved visibility and offensive purposes; when created creatures inside can now see outside, and can make ranged weapon attacks through the barrier to targets outside.
Previous Versions
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6/10/2020 4:50:33 PM
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Coming Soon
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