Base Class: Artificer
Trappers have access to encoding magic. They manipulate the conditions of their spells through logical statements, the types of statements they can make become more complex as they become more proficient.
Trapper's Tools
You learn 3 cantrips from any classes.
Encoding Magic
If-Then. Touch a tiny nonmagical object. You imbue it with the power of a readied cantrip and an if-then statement. When the if-clause is met, the then-clause activates. The then-clause includes the cantrip being used and the target of the cantrip. You can imbue a number of objects equal to your proficiency bonus, and you regain all uses after a short-rest.
Improved Encoding Magic
You gain access to the following new ways to use your encoding magic:
Nested If-Statement. After the first if-clause is met, a second if-then statement is readied. The first then-clause can occur before or after the second if-then statement is activated.
Switch Statement. Make a vague if-clause, that could be met by one of multiple targets. Depending on what or who activates the if-clause, the effect of the then-clause changes.
Else Statement. If the if-clause doesn't occur, do this instead.
Loops
While-Loop. Until a specific condition is met, your statement continues once per turn.
For-Loop. Until a specific number of turns passes, your statement continues once per turn.
Empowered Encoded Magic
You may now use 1st and 2nd level spells in your then-clauses.
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