Artificer
Base Class: Artificer

Many Artificers strive to use their vast intellect and practical skills to create something that will separate their tinkering and crafting beyond those of their peers. Portal Jockeys have decided to focus on the wonders of translocation and interdimensional travel, often exploring the multiverse, in some instances by accident. A Portal Jockey has developed a specialised rig they wear on their armour to permit them greater mobility, bouncing around the battle field and journeying to lands far beyond.

Tools of the Trade

3rd-level Portal Jockey feature

You gain proficiency in navigator's tools, which can be used as a spell focus for your Artificer spells.

Portal Jockey Spells

3rd-level Portal Jockey feature

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

Portal Jockey Spells
ARTIFICER LEVEL SPELL

3rd

protection from evil and good, thunderwave

5th

blur, levitate

9th

blink, nondetection

13th

banishment, dimension door

17th

contact other plane, teleportation circle

Translocation Rig

3rd-level Portal Jockey feature

You have created a device that allows you to move over short distances in the blink of an eye. The rig is attached to your belt, gauntlet or chest piece, though you need a free hand to activate it. Should you lose it, you can create another one at the end of a long rest.

Additionally, you have a number of translocation beacons equal to your proficiency modifier. Each beacon is a tiny object, a box roughly 4 inches on a side. As a bonus action, you can place a beacon in an unoccupied space, throw it 30 feet to an unoccupied space or to pick up a beacon you have previously placed.

As an action, you can teleport to a location you can see within 30 feet, or to a location where you have placed a beacon even if you can’t see it, so long as it is within 30 feet. Teleporting to a beacon expends the beacon’s energy and it cannot be used again. You replenish your beacons when you finish a long rest.

Alternatively, as an action you can teleport another creature within 5 feet to one of your translocation beacons by touching it. If the creature is unwilling, make a melee spell attack against the creature. On the hit, the creature must make a Charisma saving throw against your Artificer Spell Save DC or be teleported to one of your translocation beacons.

Dimensional Rend

5th-level Portal Jockey feature

Your first hand experience of teleportation has allowed you to siphon off the excess energy. When you teleport as an action, you can use a bonus action to make a ranged spell attack against a creature within 30 feet, dealing 2d8 force damage on a hit.

Portal Mastery

9th-level Portal Jockey feature

Further experience with translocation has enabled you to perform the necessary upgrades to your rig. You gain the following benefits.

  • The distance you can teleport with your Translocation Rig is increased to 60 feet.
  • When a creature you attempt to teleport fails their Charisma saving throw, they tare knocked prone and are stunned until the end of your next turn.

Into the Great Beyond

15th-level Portal Jockey feature

Adaptations to your rig enable you to venture greater distances and even across other planes. You can cast either plane shift or teleport without the need for material components. When you do so, you cannot do so again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
6/4/2022 3:58:26 PM
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