Artificer
Base Class: Artificer

Hazmaz is an artifice that has taken to trapping every nook and cranny of what ever they can. They are often hard to deal with as anything can be a trap, and with there wide variety of talents they can and will dispatch any problem that comes there way. It is sure to say that if the Hazmat has a home court advantage that they are a force to be reckoned with. After experiencing the masterpieces that they can create from what seems like nothing those who have wronged them are sure to regret there decisions. Many in this field have the drive to create works so complex that those caught in the middle of the web could not begin to describe how powerless they feel. The Hazmaz is well verst in using concoctions and raw materials and turning them into deadly traps to poison, burn, restrain, or scare the pants off whatever is unfortunate enough to mess with them. And in all of this fortitude they find safety as the most defensible in there field.

Tools of the Trade

3rd-level Hazmaz’s feature

You gain proficiency with heavy armor. You also gain proficiency with smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Hazmaz Spells

3rd-level Hazmaz feature

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

Hazmaz Spells

Artificer Level Spell

3rd

healing word, shield

5th

gentle repose, find traps

9th

beacon of hope, fireball

13th

death ward, private sanctum

17th

wall of force, greater restoration

Hazard Zone

3rd-level Hazmaz feature

Whenever you finish a long rest, you can magically produce an Hazard Zone in an empty metal object you touch. Roll on the Hazard Zone table for the zone's effect, which is triggered when someone activates the zone. 

You can create additional hazard zones by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the zone in an empty metal object you touch, and you choose the zone’s effect from the Hazard Zone table.

Creating an Hazard Zone requires you to have smith's tools on your person, and any zone you create with this feature lasts until it is activated or until the end of your next long rest.

When you reach certain levels in this class, you can make more zones at the end of a long rest: two at 6th level, three at 9th level, four at 12th level, five at 15th level, and six at 18th level. Roll for each zone’s effect separately. Each zone requires its own metal object.

The metal object can not no larger that six inches in any direction or smaller than one inch in any direction.

You can attach a Hazard zone to any surface as an action. The hazard zone has a range of 20/60 ft to a hit one individual creature or object using your spell attack modifier as its to hit bonus or 80 ft to any 5 ft cube and will stick to walls and ceilings.

As an action, a creature can activate the hazard zone or attach it to a creature. If the creature is unwilling they can make an a Dexterity saving throw against your spell save DC.

Time bombs: Certain bombs can be set to go off instantaneously or can be set to go off in any interval of six seconds up to ten minutes. These bombs include the bomb, flash bang, smoke bomb, and caltrop bomb.

Hazard Zones

d8 Effect

1

Healing. Any creature that ends there turn in a 5 ft radius of the Hazard Zone heals 1d4 + your Proficiency bonus this lasts for 1 minute.

The radius of the healing zone increases by 5 ft at level 11.

2

Swiftness. The creature that the Hazard Zone is attached too increases there walking speed by 10 feet for 1 hour.

3

Empowered. Any creature in a 5 ft radius can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute aslong as they reman in the radius of the zone.

The radius of the empowered zone increases by 5 ft at level 11.

4

Bomb. Any creatures in a 15 ft radius of the Hazard Zone must make a Dexterity save against your spell save DC {{savedc:int}} or take 3d6 fire damage or half as much on a successful saving throw.

The Bomb does 1d6 extra damage at level 6, 2d6 at level 9, 3d6 at level 12, 4d6 at level 15 and 5d6 at level 18.

5

Flash Bang. Any creatures in a 15 ft radius of the Hazard Zone must make a dexterity save against your spell save DC {{savedc:int}} or be blinded and defend for 1 turn, subsiding at the end of that specified turn. If the creature succeeds then they are defend until the end of there next turn. The effected creatures can make there saving throws against again at the end of there next turn ending the effects on a success.

The Flash bang blinds and deafens for one additional turn at level 9, and another turn at level 15.

6

Smoke Bomb. The smoke bomb creates a 15-foot-radius sphere of fog centered on the hazard zone. The sphere spreads around corners, and its area is heavily obscured. It lasts for the 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

The radius of the smoke bomb increases by 5 ft at level 9 and an additional 5 ft at level 15.

7

Caltrop Bomb. Where ever this bomb lands caltrops will explode out in a 5 ft radius centered on the hazard zone, the Caltrops (bag of 20) function as normal. if there is a creature in the same space as where the radius is they have to immediately make the saving throw for the item as if they walked into them. These caltrops magically disappear after 24 hours of being exploded into position.

The radius of the caltrop bomb increases by 5 ft at level 11.

8

Wambo-Combo. Role again until you get a number other then 8, this is the bombs known effect. When you activate that zone role an additional d8 until you gat a number other than 8, now both of the effects of the roled results will spring forth out of the same hazard zone.

 

Mass Cal

5th-level Hazmaz feature

You've developed masterful command of magical hazards, enhancing the healing and damage you create through them. Whenever you cast a spell using your smith’s tools as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1). This bonus can also be added to any traps you create that deal at least 1 point of damage.

Hazards Abroad

9th-level Hazmaz feature

You can create a network of traps to fool and destroy your enemies:

  • As an action you can magically link a number of traps to be set off equal to your intelligence modifier to a triggering devise and you can have a number of triggering devises equal to your proficiency modifier. You have to have all of the traps and triggering devise in the same 5 ft space to from the magical bond, the trigger can be no larger than 6 inches in any dimension, and the trap can be no larger then 10 ft in any dimension.
  • The triggering devise can be no further than 120 ft away from the traps being triggered, it must be on the same plain of existence, and if you make more than your maximum number of triggers than a random one will break as the new one is created.
  • They can be triggered by speaking a command word, activating a mechanical switch, or when a creature is within at least 15 ft of the triggering devise.

Hazardous Mastery

15th-level Hazmaz feature

You have learned to not be effected by your own creations as well as other common hindrances:

  • You are now immune to the blinded and deafened conditions done by your hazard zones and resistant to the damage of your own hazard zones.
  • You are resistant to damage delt by traps, fire, and poison.
  • You are immune to the poisoned condition.