Base Class: Artificer
Artificers that take the Firewatch specialization play a role in protecting wild areas, natural parks, and other refuges.
Admittedly, the name would probably make more sense if the subclass actually did anything to watch out for fires, rather than just putting them out after the fact. But sometimes it’s hard to prevent these things when giant flying lizards can breathe elements left and right, and dealing with that is the Ranger’s job.
This subclass was created as part of the Subclasseptember 2022 challenge!
Firewatch Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Firewatch Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Firewatch Spells
| Artificer Level | Firewatch Spells |
|---|---|
| 3rd | burning hands, create or destroy water |
| 5th | flaming sphere, Maximillian’s earthen grasp |
| 9th | fireball, wall of water |
| 13th | fire shield, ice storm |
| 17th | cone of cold, tree stride |
Tool Proficiency
When you adopt this specialization at 3rd level, 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.
Firefighter Foam
At 3rd level, you learn to create substances to help control the spread of the elements, from explosive propellants to protective suppressants.
When a creature within 30 feet takes fire, lightning, cold, acid, or poison damage, you can use your reaction to apply one of the following Foams to the target. An unwilling target can make a Dexterity saving throw against your Artificer spell save DC to avoid being affected by your Firefighter Foam.
Explosive Foam. The target is covered with explosive foam, forcing them to remain in contact with the elemental energy for a greater duration. The target takes 1d8 damage of the triggering damage type at the start of each of its turns. This effect lasts for 1 minute, or until a creature uses its action to remove the foam.
Protective Foam. The target is coated with protective foam, gaining resistance to the triggering damage type until the start of your next turn.
Restraining Foam. The target is covered with foam which quickly expands upon contact, restraining it. At the end of each of its turns, it can make a Strength save to escape the restraining foam.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can expend a spell slot of 1st level or higher to use this feature again.
Controlled Burn
At 5th level, your foams further act to protect or destroy your selected target. When you affect a creature with one of your Firefighter Foams, you can choose to give it 2d6 temporary hit points or deal 2d6 bludgeoning damage to it.
Search and Rescue
At 9th level, you learn techniques to help rescue those in peril. When you affect a creature with one of your Firefighter Foams, you can move up to your movement speed and move the target to an unoccupied space within 5 feet of yourself as part of the same action. If the target is unwilling, it can make a Strength saving throw to avoid being moved along with you.
Airdrop
Starting at 15th level, you become capable of creating a cloud to preemptively ward off attacks. When initiative is rolled or as an action, you can expend a use of your Firefighter Foam to create a protective cloud, granting creatures of your choice within 30 feet resistance to fire, cold, lightning, acid, and poison damage until the start of your second turn. You can’t use this feature when you are surprised.
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Posted Oct 16, 2022This homebrew subclass is also available on the Homebrewery here: https://homebrewery.naturalcrit.com/share/HB2BzciH55z5