Artificer
Base Class: Artificer

Their lives are dedicated to the seas and, unlike other artificers, are dedicated to learning how to control these massive vessels that traverse the seas. They spend many years out of the waves and gain intimate knowledge of the ships they inhabit. While aboard, the crew on deck seem not to matter. It’s the individual hiding in the crow’s nest or standing beside the captain that is helming this now arcane ship. They are the unyielding force behind the ship’s unseen crew.

Tool Proficiency

3rd-level Mariner feature

Time spent on the seas has made you an experienced deckhand. You gain proficiency with navigator’s tools and vehicles (water). If you already have this proficiency, you gain proficiency with one other type of artisans’ tools of your choice.

Mariner Spells

3rd-level Mariner feature

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

Artillerist Spells

Artificer Level Spell

3rd

armor of agathys, chromatic orb

5th

melf's acid arrow, shatter

9th

call lightning, tidal wave

13th

control water, storm sphere

17th

cone of cold, maelstrom

Arcane Deckhand

3rd-level Mariner feature

Your time spent on the high seas has given you an intimate understanding of the inner workings of a ship. Regardless of the terrain, your walking speed increases by 10ft and you gain a swim speed equal to half of your walking speed.

You gain a weapon of your choice that can act as your spellcasting focus. This weapon allows you to take control of any ship, making them magical for the time being. Taking control of a ship requires an action and can be dismissed as part of another action. The ship keeps its usual attack statistics, AC, and hit points. Your control vanishes if you lose concentration or after 1 hour. Once you take control of a ship, you cannot do so again until after a long rest or expend an artificer spell slot of 1 or higher.

When you take control of the ship, on each of your turns, you can enact two of the following effects at a time. Activating a third effect will end the first of the two effects on the ship. These effects will also end once you dismiss control or fall unconscious.

Arcane Deckhand

SHIP Activation

Artillery

The artillery on the ship responds to your arcane commands, loading and attack targets you choose.

Sails

An unnatural wind fills the sails and pushes the ship according to your will.

Rigging

The rigging comes alive at your command letting you control the rigging for as long as you maintain concentration. You can target a creature on the ship to make a Dexterity saving throw or be grappled and can escape with a Strength saving throw; both equal to your spell save DC.

Helm

Force control of the ship into your hands as if an invisible navigator is at the helm.

Ship Gunner

5th-level Mariner feature

Your control over maritime vessels becomes more and more absolute. You can command two of the artillery weapons to fire on your turn. When taking control of the artillery of the ship, you can add your proficiency bonus to the attack and damage rolls of the weapon.

Unyielding Commander

9th-level Mariner feature

Practice and power are your friends aboard your vessel. The strength of your will and arcane control is unyielding to any how may attempt to defy it. Saving throws made against any of the effects of your Arcane Deckhand. Creatures that are paralyzed, prone, or stunned automatically fail any attempts made if they are targeted by an effect while in this condition.

Man the Cannons

15th-level Mariner feature

Your magic begins to steep into the artillery of the ship, giving you the following benefits:

  • Your spell attack modifier replaces your proficiency bonus for attacks made with the ship’s artillery.
  • When you take the Attack action, you can use your bonus action to have one of the artillery fire at a creature you can see within range.
  • As a reaction, you can fire one of the artillery instead of making an opportunity attack at a creature that is outside of your melee range.

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