Base Class: Artificer
Other academics spend their days studying books and other forms of recorded history, you are the type of historian that gets that history to the surface. Sometimes called Cavers or Spelunkers, and in some circles Treasure Hunters, Delvers aren't afraid to get their hands dirty for the sake of artifacts and history itself. Though not solely an artificer's profession, the combination of artifice and these skills makes for an incomparable set of abilities for the discipline.
Tool Proficiency
3rd-level Delver Feature
You gain proficiency with jeweler's tools, and History or one other Artificer skill. If you already have proficiency with jeweler's tools, you gain proficiency with one other type of artisan's tools of your choice.
Delver Spells
3rd-level Delver feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Delver Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Delver Spells
| Artificer Level | Spell |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Delver's Aid
3rd-level Delver feature
Your delving is dangerous and always comes with a sort of risk. As such, you have created or found a special piece of equipment to aid your delving expeditions. The aid is an article of clothing of your choice. If you so choose, the aid can fit over the top or underneath similar items, such as the aid being a large gauntlet that can be worn in tandem with gloves, or a chest piece that can be worn over or under armour. Choose one of the following effects, you gain that effect while wearing the aid. Over the course of a long rest, you can tinker with your aid, changing the effect it grants, provided you have your tinker's tools or jeweler's tools. Only you can benefit from your aid's effects.
Once you reach 9th level, you can choose two effects each time you change your Aid's benefits, at 15th level you can choose three.
The effects are listed in alphabetical order;
Booster Jets
You have implanted exhausts with explosive power in your Aid, allowing you to fly through the sky, however briefly. As a bonus action, you can grant yourself a fly speed of 20 feet until the end of your turn. You fall if you end your turn in the air and nothing else is holding you aloft.
You can use this ability once, regaining the ability to do so at the end of a short rest.
Energy Cannon
A gem socketed into your aid or a series of intricate wiring allows you to send streams of energy toward your enemies. As an action, you can make a ranged attack using your Dexterity or your Intelligence at a target within 90 feet. On a hit, the target takes 1d8 + your Dexterity or Intelligence modifier force damage. When you make this attack, you can expend a spell slot of 1st level or higher to make additional attacks at targets within range equal to the level of the slot expended, up to a maximum of 4 total attacks. You can direct these additional attacks at the same target or at different ones. Make a seperate attack roll for each attack.
Energy Field (Acid)
A shimmering field of energy covers your body from your aid, protecting you. You gain resistance to acid damage. Additionally, creatures that hit you with a melee attack while within 5 feet of you take acid damage equal to your Intelligence modifier.
Energy Field (Cold)
A shimmering field of energy covers your body from your aid, protecting you. You gain resistance to cold damage. Additionally, creatures that hit you with a melee attack while within 5 feet of you take cold damage equal to your Intelligence modifier.
Energy Field (Fire)
A shimmering field of energy covers your body from your aid, protecting you. You gain resistance to fire damage. Additionally, creatures that hit you with a melee attack while within 5 feet of you take fire damage equal to your Intelligence modifier.
Energy Field (Lightning)
A shimmering field of energy covers your body from your aid, protecting you. You gain resistance to lightning damage. Additionally, creatures that hit you with a melee attack while within 5 feet of you take lightning damage equal to your Intelligence modifier.
Energy Field (Thunder)
A shimmering field of energy covers your body from your aid, protecting you. You gain resistance to thunder damage. Additionally, creatures that hit you with a melee attack while within 5 feet of you take thunder damage equal to your Intelligence modifier.
Force Blaster
Your Aid becomes a melee weapon with the finesse and reach properties. The Aid deals 2d6 plus your Strength or Dexterity modifier bludgeoning damage on a hit. Once per turn, when you hit with your Aid, you can expend a spell slot of 1st level or higher to deal additional force damage to the target in addition to the Aid's normal damage. The additional damage equals 1d6 plus 1d6 for each spell slot level above 1st, up to a maximum of 4d6 additional damage.
Forcefield
As a bonus action, you can manifest a shimmering barrier of energy around you that lasts until you finish a long rest. The forcefield has a hit point maximum equal to your artificer level + your Intelligence modifier. Whenever you take damage, the forcefield takes the damage instead. If this damage reduces the forcefield to 0 hit points, you take any remaining damage.
While the forcefield has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an artificer spell of 1st level or higher, the forcefield regains a number of hit points equal to twice the level of the spell.
Once you create the forcefield, you can’t create it again until you finish a long rest.
Low-Gravity Field
The energy your Aid produces lifts you slightly, lightening your load. Increase your movement speed by 5 feet and you gain advantage on Dexterity (Stealth) checks. Additionally, as a bonus action, you can double your jump distance until the end of your turn.
Self-Preservation Kit
Your Aid is filled with a salve or tiny constructs that you can release to quickly heal some of your wounds. You can use a bonus action to regain hit points equal to 1d8 + your Intelligence modifier. You can do so a number of times equal to your proficiency bonus, regaining expended uses at the end of a short or long rest.
Shock Absorbers
Your aid can protect you and absorb much of the force from otherwise deastating effects. You gain resistance to non-magical bludgeoning damage. Additionally, when you take fall damage, you can use your reaction to reduce the damage you take by an amount equal to 5 times your Artificer level.
Tool Case
A small compartment in your Aid opens up to reveal the exact tool you'd need in any situation. As an action, you can transform your Delver's Aid into any type of artisan's tool of your choice. You are considered proficient with it.
Web Lasso
Your Delver's Aid has a secret compartment, in which a long rope or web-like length is stored. As an action, you can send the length of rope toward a target an object or location within 60 feet of you. If the target is a location or an object that weighs more than 20 pounds, you can pull yourself up to 30 feet toward the target and can choose to have the rope remain attached. If the target is an object that weighs 20 pounds or less, you can pull it up to 60 feet towards you instead. If the target is an object that is being held by another creature, make a Dexterity (Sleight of Hand) or Strength (Athletics) check contested by the creature's Strength (Athletics), wrenching the target out of their hand on a success.
You can use this feature a number of times equal to your Proficiency bonus, regaining all expended uses at the end of a long rest.
Quick Swap
5th-level Delver feature
You've interacted with and studied masses of magical enchanted items to the point that you're able to quickly merge your own magical essence with theirs. As an action, you can immediately unattune to a number of your currently attuned items equal to half your proficiency bonus. Then, you can immediately attune to a number of different items, up to half your proficiency bonus.
You can use this action once, regaining the ability to do so at the end of a long rest.
Enchanted Jeweler
9th-level Delver feature
Your craftwork is excelling quickly and your results are clear. The gold and time required for you to craft a magic item using your jeweler's tools is halved.
In addition, the maximum number of items you can infuse at once increases by 2.
Improved Aid
9th-level Delver feature
Your continuous tinkering with your Aid has finally paid off. When you choose the effects for your Aid, you can choose two effects instead of just one.
When you reach 15th level, you can choose three effects instead of two.
Perfected Aid
15th-level Delver feature
You have further adapted your Delver's Aid to better suit your needs, increasing its effectiveness. When you choose the effects of your Delver's Aid, you can choose three effects to be active on the Aid at the same time.
Additionally, at the end of a long rest, choose one of the effects currently active on your Aid, it gains an upgraded effect in addition to its normal effect, detailed below.
Booster Jets
Your explosive propulsion can now sustain itself for some time, allowing you to stay aloft for much longer. When you use your Booster Jets, you instead gain a fly speed of 40 ft. and can hover. This effect lasts for up to 1 minute or until you end the effect as a bonus action.
Energy Cannon
The energy that you produce can strike your targets with incredible force. Once per turn, when you hit with the Energy Cannon, you can expend a spell slot of 1st level or higher to deal additional force damage to the target in addition to the Cannon's normal damage. The additional damage equals 1d6 plus 1d6 for each spell slot level above 1st, up to a maximum of 4d6 additional damage.
Energy Field (Acid)
Your barrier has become stronger and you have devised a way to utilise its instability to great effect. You gain immunity to acid damage. As an action, you can force each creature within 20 feet of you to make a Dexterity saving throw, taking 4d8 acid damage on a failure or half as much on a success.
You can use this feature once, regaining the ability to do so at the end of a long rest.
Energy Field (Cold)
Your barrier has become stronger and you have devised a way to utilise its instability to great effect. You gain immunity to cold damage. As an action, you can force each creature within 20 feet of you to make a Dexterity saving throw, taking 4d8 cold damage on a failure or half as much on a success.
You can use this feature once, regaining the ability to do so at the end of a long rest.
Energy Field (Fire)
Your barrier has become stronger and you have devised a way to utilise its instability to great effect. You gain immunity to fire damage. As an action, you can force each creature within 20 feet of you to make a Dexterity saving throw, taking 4d8 fire damage on a failure or half as much on a success.
You can use this feature once, regaining the ability to do so at the end of a long rest.
Energy Field (Lightning)
Your barrier has become stronger and you have devised a way to utilise its instability to great effect. You gain immunity to lightning damage. As an action, you can force each creature within 20 feet of you to make a Dexterity saving throw, taking 4d8 lightning damage on a failure or half as much on a success.
You can use this feature once, regaining the ability to do so at the end of a long rest.
Energy Field (Thunder)
Your barrier has become stronger and you have devised a way to utilise its instability to great effect. You gain immunity to thunder damage. As an action, you can force each creature within 20 feet of you to make a Dexterity saving throw, taking 4d8 thunder damage on a failure or half as much on a success.
You can use this feature once, regaining the ability to do so at the end of a long rest.
Force Blaster
You can propel your already impressive weapon even quicker than before. When you attack with your Aid on your turn, you can expend a spell slot of 1st level or higher to make additional attacks at targets within range equal to the level of the slot expended, up to a maximum of 3 total attacks made with your Aid in one turn. You can direct these additional attacks at the same target or at different ones. Make a seperate attack roll for each attack.
Forcefield
You have have strengthened your forcefield and implemented a method of projecting it outward. While your forcefield is manifested, you gain resistance to force damage. Additionally, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your forcefield to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.
Low-Gravity Field
The field that surrounds you allows you to move even quicker and lightens your load significantly. Your weight and the weight of your equipment is halved while on your person. Additionally, you can cast the haste once without expending a spell slot or requiring material components, targeting only yourself. You regain the ability to do so at the end of a long rest.
Self-Preservation Kit
Through a modification of tubes and the like, you can now expel your healing ability to your allies. This feature has a number of charges equal to your Proficiency bonus. As an action, you can touch a creature and expend at least 1 charges. The creature regains hit points equal to 2d8 + your Intelligence modifier. For each charge expended after the first, the creature regains an additional 1d8 hit points.
You regain all expended charges at the end of a long rest.
Shock Absorbers
Your shock absorbers can now absorb some of the kinetic energy, which can then be used to launch yourself impressive distances. Each time you take damage or reduce your fall damage with Shock Absorbers, you gain a charge, up to a total of number of charges equal to twice your proficiency bonus. As a bonus action, you can expend any number of charges to jump a distance equal to 5 times the number of charges expended without provoking opportunity attacks.
When you finish a short or long rest, your number of charges resets to 2.
Tool Case
Not only are your tools always at the ready, they are more effective than those that others might try to use. While using a tool created by your Tool Case as a spellcasting focus, you gain a +2 bonus to your spell attack and spell save DC.
Web Lasso
As an action, you can expend a use of your Web Lasso to attempt to grapple a Huge or smaller creature within 30 feet of you, making a Dexterity (Sleight of Hand) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics). A grappled creature can use their action to attempt to escape, making a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Dexterity (Sleight of Hand). While a Large or smaller creature is grappled by you in this way, you can use a bonus action to move the target 5 feet in a direction fo your choice.
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