Artificer
Base Class: Artificer

Some artificers create huge, intricate machines and complex arcane magic. Others delicately mix concoctions to help their allies. Some build impenetrable armor packed with gadgets and tools. Some build powerful cannons to dominate the battlefield.

Some artificers just want to make money and blow things up. Working with unconventional technology, personal study, and questionable ethics the saboteur creeps through the shadows, finding the perfect place to plant an arcane explosive or to fire a magically charged crossbow bolt. Other artificers appear dramatically on the battlefield spitting fire and thunder. The saboteur makes just as big a bang, but you never know they were there until after it happens, and by then they’re already gone.

Tool Proficiency

3rd-level Saboteur feature

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

Saboteur Spells

3rd-level Saboteur feature

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

Saboteur Spells

Artificer Level Spell

3rd

Hunter's Mark, Sleep

5th

Shatter, Pass Without Trace

9th

Dispel Magic, Nondetection

13th

Confusion, Greater Invisibility

17th

Cloudkill, Mislead

Infiltration Specialist

3rd-level Saboteur feature

You're an expert at sneaking into places you shouldn't be and finding weak points to target and destroy.  

  • You gain proficiency with martial weapons.
  • When you attack with a magical weapon, you can use your Intelligence modifier, instead of your Strength or Dexterity modifier, for the attack and damage rolls.
  • You gain proficiency in Stealth and Deception. If you are already proficient in one or both of those skills, you may choose a different skill instead. If you gain expertise in thieves tools or disguise kits, you also gain expertise in Stealth and Deception. 
  • You do not suffer disadvantage on Stealth checks when wearing magical Medium armor.

Demolitionist

3rd-level Saboteur feature

Your demolitions expertise lets you create explosive charges using your spells, allowing you to destroy things at a distance and control the battlefield.

You learn the Thunderclap and Produce Flame cantrips, and you may add your Intelligence modifier to damage you deal with these spells. When you cast either of these spells, you can choose whether the damage type is fire or thunder.

When casting Thunderclap or another spell that is normally centered on you, you may instead center it on any target in 30’. That target is affected normally by the spell. 

You may also set a delayed charge on any spell you know which affects an area. If you do, select a duration for the spell of up to one hour when you cast the spell, and target an area. At the end of that duration, the spell takes effect immediately. If the spell deals damage, objects in the area take additional damage equal to your level + intelligence modifier, and reduce any damage threshold they have by the same amount. 

Explosive Attacks

5th-level Saboteur feature

When you make an attack action, you can use your bonus action to cast any cantrip you know. If the cantrip affects an area or radius, you may center it on the target of your attack.

Sabotage

You learn Counterspell, and always have it prepared in addition to your other spells. You can cast it without expending a spell slot a number of times equal to your proficiency bonus, and when doing so treat it as though it were a 4th level spell. The spell level increases to 5th when you reach level 11, 6th when you reach level 13, 7th when you reach level 15, and 8th when you reach level 17. 

In addition, you can use Counterspell to destroy or disrupt mechanical devices and magic items. When you attack or cast a spell on a mechanical device or magical item, you may use Counterspell as a reaction. If you do, you deal double damage with your spell or attack.  

Learned Caution

When you create an area effect using a spell, item, or ability, you can choose any number of creatures in the area. Those creatures are not affected. You gain resistance to thunder, fire, poison, acid, and piercing damage, and immunity to the poisoned condition. 

 

 

Previous Versions

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