Base Class: Artificer
A Pioneer is a military engineer. They are battlefield experts who do not excel in fighting per se, but in creating advantages such as fortifications and bridges, and hindering foes by creating traps, distractions or outright sabotaging them. Pioneers are valuable additions to any army or adventuring group, since they are both capable supporters and strategists.
Tools of the Trade
3rd-level Pioneer feature
You gain proficiency with carpenter's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. You also learn the mold earth cantrip and my cast it as a bonus action.
Pioneer Spells
3rd-level Pioneer feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Pioneer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Pioneer 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 |
teleportation circle, wall of stone |
Battle Ready
3rd-level Pioneer feature
Your combat training and your experiments with magic have paid off in two ways:
- You gain proficiency with martial weapons.
- When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Obstruction!
3rd-level Pioneer feature
As an action, you can instantly create an obstructing construction, provided you have carpenter's tools in hand. This can be a small barricade, a door blockade, a tripping wire or any other similar object. Its size must be no greater than 5ft.
The construction has an AC of 12 + half your Artificer level, rounded down. It has Hit Points equal to your Intelligence modifier + your Artificer level. The construct provides half cover in case you decide to use it for defensive purposes.
If you want to set up a trap, choose a maximum of one condition that afflicts a creature that would trigger it. For example, a person tripping over a wire would be knocked prone, while an animal getting caught in a snare would be restrained. If you want the trap to deal damage, it deals 1d6 per Artificer level plus your Intelligence modifier of an appropriate damage type. A spike hole would deal piercing damage while a falling piano would deal bludgeoning damage. Any creature that triggers your trap must make an appropriate saving throw (at your DM's discretion) against your spell save DC. Many reaction based traps will require a Dexterity save, such as the trip wire, but a rolling boulder could also be stopped with a high enough Strength save. In case you want your trap to be hidden, finding it requires a Wisdom (Perception) or Intelligence (Investigation) check against your spell save DC.
You may also add any non-magical material of you choice to your trap, such as a vial of poison, a bomb or a crossbow. If you do so, replace any effect and damage of your trap with the appropriate effect of the item you used. A contraption that breaks a poison flask over somebody would inflict the amount of poison damage given in the item description and inflict all conditions listed. A weapon that is part of your trap deals its listed damage without any modifiers. Use the appropriate saving throws for all items, but replace the DC with your spell save DC.
You can set up a number of constructions equal to you proficiency modifier. Any additional setup causes your oldest construction to collapse.
Extra Attack
5th-level Pioneer feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Sappeur bleu
9th-level Pioneer feature
You have become an expert in disrupting enemy formations. Whenever you cast the mold earth cantrip, you may attempt to shove any creature that stands on the affected ground. The target(s) must succeed on a Strength or Dexterity saving throw against your spell save DC. On a failure, you either knock the target(s) prone or push them 5 feet in a direction of your choice.
Additionally, you may use your action to remotely activate a trap set by your Obstruction!, provided it is within a range of 120 feet around you and you have your carpenter's tools in hand. Damage dealt by your traps counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Battlefield Ruler
15th-level Pioneer feature
Your movement speed increases by 10 feet and difficult terrain doesn't cost you extra movement.
When you cast mold earth, you may affect up to a 15-foot-cube of material instead of a 5-foot-cube.
Your Obstruction! gains the following upgrades:
- Its size may now be up to 10 feet in any direction.
- Any creature that decides to take cover behind the construction now gains three-quarters cover instead of half cover.
- When you are within 5 feet of your construction, and a creature you can see attacks a target other than you that is within 30 feet of you, you can use your reaction to impose disadvantage on the attack roll.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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12/20/2020 6:39:36 PM
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12
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1
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0
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Coming Soon
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7/2/2022 10:37:49 AM
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43
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8
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Alpha 1.0
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Coming Soon
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