Artificer
Base Class: Artificer

An Artificer can specialize in the invention and creation of devices that mess with their enemies to provide an advantage for their allies. These Jammers build bombs, traps and other projectiles that can confuse, stun and even nullify attackers. Many worked as spies or with elite teams, sneaking behind enemy lines to disrupt tactics. They often prefer a more considered approach to problems, choosing to plan meticulously before battle to achieve the optimum advantage.  

Tool Proficiency

When you choose this specialization at 3rd level, you gain proficiency with the disguise kit. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Jammer Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Jammer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Jammer Spells

ARTIFICER LEVEL SPELL

3rd

entangle, faerie fire

5th

darkness, silence

9th

counterspell, stinking cloud

13th

black tentacles, wall of fire

17th

maelstrom, mislead

Disruptive Device

Beginning at 3rd level, whenever you finish a long rest, you can magically create a disruptive device from an object no larger than 5 cubic inches. Roll on the Disruptive Device table for the device's effect, which is triggered when the device is thrown and hits a surface or creature. Creating a disruptive device requires you to have tinker's tools on your person, and any device you create using this feature lasts until it is thrown and activated, or until the end of your next long rest, where-upon the device disintegrates.

As an action, a creature holding the device can throw it at a target location within 30 feet. The effect of the device triggers from that location.

When you reach certain levels in this class, you can make more devices at the end of a long rest: two at 6th level and three at 15th level. Roll for each device’s effect separately. Each device requires its own object.

You can create additional disruptive device by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the device in an object you touch, and you choose the object’s effect from the Disruptive Device table.

Disruptive Device

D8

EFFECT

1

Psionic Suppressor. This device begins to emit pulses of energy for 1 minute, disrupting the concentration of those within a 15-foot-radius sphere centered on it. Whenever a creature within that area makes an attack roll or a saving throw, they must roll a d4 and subtract the number rolled from the attack roll or saving throw. Until the effect ends, the device can be moved and the area of effect moves with it.

2

Poisonous Cloud. This device releases a cloud of poisonous gas that fills a 10-foot-radius sphere centered on it. Each creature within that area must succeed in a Constitution saving throw against your spell save DC or become poisoned for 1 minute. An affected creature can repeat the save at the ending of each of its turns, ending the effect upon itself with a success. The cloud remains for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

3

Static Burst. This device explodes in a wave of electricity. All creatures with 15 feet of it must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 2d8 lightning damage and it cannot take reactions until the end of its next turn. On a successful save, the creature takes half as much damage and can take reactions as normal.

4

Tangle Bomb. This device releases a tangle of metal wire and rope. All creatures within 5 feet of the device must succeed on a Dexterity saving throw against your spell save DC or become restrained for 1 minute. A creature can use its action to make a Strength (athletics) check against your spell save DC, ending the effect upon itself with a success.

5

Flash Bang. This device explodes in a blinding flash of light and sound. All creatures within 15 feet of the device must succeed on a Wisdom saving throw against your spell save DC or become blinded and deafened until the start of your next turn.

6

Arcane Jammer. This device produces a field of anti-magic energy for 1 minute that encompasses 10-foot-radius sphere centered on it. Whilst within the area of effect, no creature can cast spells of 3rd-level or lower. Until the effect ends, the device can be moved and the area of effect moves with it.

7

Shock Wave. This device releases an explosion of force. All creatures within 15 feet must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 2d6 force damage and is knocked prone. On a successful save, a creature takes half as much damage and is not knocked prone.

8

Incendiary. This device explodes into a ball of fire. All creatures within 10 feet must make a Dexterity saving throw against your spell save DC. A creature takes 3d8 fire damage on a failed save, or half as much on a successful one.

 

Tracking Stone

Beginning at 5th level, you can spend up to 8 hours creating a tracking stone from any rock or stone no larger than 5 cubic feet. If you create a new tracking stone, the previous one ceases to function.

Additionally, you also learn the locate object spell and the scrying spell if you do not already know them. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. They can be cast without using a spell slot or components, but only to target the tracking stone and only once each per long rest. 

Impede Enemy

From 5th level, your technical knowledge of magic allows you to quickly disrupt an enemy in their attempts to attack or dodge effects. You can use you reaction to impose disadvantage on an enemy's attack roll or saving throw that you can see within 30ft. You can only use this effect before the DM rolls for the attack or saving throw. You can use this effect a number of times equal to your spell casting modifier per short rest (minimum of once).

Improved Devices

Starting at 9th level, whenever you create a new disruptive device, you can roll twice on the Disruptive Device table and apply both effects to the device created. If you do this by expending spell slots, you must expend 2 spell slots to apply two effects to the same device.

Master Jammer

From 15th level, you have become so well-versed in confounding your enemies that it becomes almost impossible for them to avoid your interferences. You gain a +1 to your spell save DC.

Additionally, you learn the reverse gravity spell if you do not already know it. It counts as an artificer spell for you, but it doesn't count against the number of artificer spells you prepare. It can be cast without using a spell slot or components, but can only be cast once per long rest.

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