Artificer
Base Class: Artificer

Artificers who have found an interest in the undead and ethereal often choose the path of the Ghost Hunter. These entrepreneurial adventurers are fueled by an interest in studying the various specters and spirits of the world or in simply reaping the rewards posted by the victims of these hauntings. Sometimes they combat the paranormal with bonded Ghost Hunting Tools but in truth, capturing their phantom prey is their first priority. If the ghost is fried, you can't collect. 

"We're ready to believe you!" 
-A frequent Ghost Hunter sales pitch

Tool Proficiency

3rd-level Ghost Hunter feature

You gain proficiency with glassblower’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Ghost Hunter Spells

3rd-level Ghost Hunter feature

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

Ghost Hunter Spells

Artificer Level Spell

3rd

alarm, protection from evil and good 

5th

toll the dead, gentle repose

9th

glyph of warding, speak with dead

13th

banishment, sickening radiance

15th

contact other plane, hallow

Spectral Snare

3rd-level Ghost Hunter feature

You've learned how to create a magical snare designed to capture ghosts and other undead. Using glassblower’s tools or smith’s tools, you can take an action to magically create a snare in an unoccupied space on a horizontal surface within 15 feet of you. Once you create a snare, you can’t create a new one until you destroy your current one or finish a long rest. You can have only one snare at a time and can’t create one while your snare is present.

An activated snare immediately opens a cone of effect directly upwards for 15 feet. Any undead or other spirits that are caught within the cone must succeed on a DC15 Dexterity saving throw or be immediately sucked into the trap and secured there with no possibility of escape. The snare is activate for 30 seconds or until deactivated by the snare's creator. 

Snares can hold up to five ghosts in size from Fine to Small, three ghosts in size from Medium to Gigantic, or one Colossal ghost. Snares are reusable, but if full they must either be emptied as part of a ritual during a long rest or be destroyed, which will release the  most recently caught ghost into the environment in an aggressive state. 

Ghost Hunter's Arm

5th-level Ghost Hunter feature

When you finish a long rest, you can use smith's tools or a forgery kit to melt an enhanced block of Hunter's Wax to form a Ghost Hunter's Arm, a magical combat tool used by Ghost Hunters, of your design.  The Arm lasts until you decide to reshape it or it is broken through any circumstance.

You can use your Arm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the Arm, roll a d8. If the roll is 4 or above, add either necrotic or radiant as a second damage type  to your spell (if applicable). 

Ghost Diviner

9th-level Ghost Hunter feature

Most types of undead and spiritual entities emit energy similar to those of psionics. The Ghost Diviner is a Tiny hand-held device that is able to detect the emissions of spirits and identify what ghostly archetype they fit. Use of a Ghost Diviner requires two hands and one attack action, but adds a +4 to Survival checks involving spirits and undead. 

If a Survival check results in a critical success, then the user of the Diviner can decipher 1 resistance (if applicable) for their indented tracking target. 

Ghost Hunter's Grand Technique - Ghostly Harpoon

15th-level Ghost Hunter feature

Ghost Hunter's Grand Technique - Ghostly Harpoon: 

You have constructed a long-range spear-like device used in prevent ghosts and undead from utilizing some of their greatest magical and physical abilities. The Ghostly Harpoon has only one large harpoon attached to a 60ft. long chain. On a hit, the target creature must make a DC 16 Dexterity saving throw or become harpooned, the tip of the spear becoming lodged inside of them and reducing their movement speed to 0 ft. 

On a failed use of the harpoon, the user must use a bonus action to reel it back in fully and regain use of the device. 

If the harpooned creature attempts to escape via a physical method like removing the harpoon or breaking the chain, they must make a DC 20 Dexterity saving throw or take 4d6 piercing damage and are pulled 10 ft. closer to the user. On a successful saving throw, they instead only takes 2d6 piercing damage and are not pulled closer.  If a harpooned creature attempts to escape via a magical method like a spell, ability, or device, they take 5d4 psychic damage and must make a DC 20 Wisdom saving throw or be unable to escape. 

 

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