Artificer
Base Class: Artificer

The Shipwright subclass is focused on the creation and manipulation of ships, using Artificer magic to enhance and modify seafaring vessels. Shipwrights are experts in naval engineering and are capable of constructing specialized ship components, such as ballista turrets and harpoon launchers, to give their ships an edge in combat.

In addition to their skills as shipbuilders, Shipwrights are also adept at navigating the seas and can provide their ships with powerful defensive and offensive capabilities. They can reinforce the hulls of their ships, allowing them to withstand more damage in combat, and can even teleport themselves and their allies between ships during battles.

Tool Proficiency

3rd-level ShipWright 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.

Shipwright Spells

3rd-level Shipwright feature

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

Artillerist Spells

Artificer Level Spell

3rd

shape water, Create or Destroy Water

5th

Locate Object, Skywrite

9th

Water Breathing, Water Walk

13th

Control Water, Watery Sphere

17th

Control Winds, Maelstrom

Ballista

3rd-level Shipwright feature

You've learned how to create a magical Ballista. Using Carpenter’s tools or Tinker’s tools, you can take an action to magically create a medium or small ballista in an unoccupied space on a horizontal surface within 5 feet of you.

Once you create a ballista, you can’t do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one ballista at a time and can’t create one while your ballista is present.

The ballista is a magical object. Regardless of size, the ballista has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.

You decide which type it is, choosing from the options on the Ballista table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it is the normal ballista.

Ballistas

ballista Activation

Normal form

The cannon exhales bolts in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 piercing damage on a failed save or half as much damage on a successful one.

harpoon Ballista

spell attack bonus to hit, range 120/480, one target, Hit 2d8 piercing damage
When a creature or object is hit by the Harpoon Launcher, they are tethered to the ship. While tethered, the creature's speed is halved, and the creature or object cannot move more than 60 feet away from the ship. The tether can be broken with an action and a successful Strength check (DC = 8 + your proficiency bonus + your Intelligence modifier).

Ship shape

5th-level Shipwright feature

You gain the ability to create and repair ships more quickly and efficiently. When you use your Tinker's Tools to repair a damaged ship, you can repair an additional number of hit points equal to your Intelligence modifier (minimum of 1) for each hour you spend working on the ship.

Additionally, when you use your Carpenter's Tools to create a ship, you can do so in half the normal time, and the ship gains an additional 50 hit points.

Hull Reinforcement

9th-level Shipwright feature

Starting at 9th level, you can use your Artificer magic to reinforce the hull of a ship, making it more durable and resistant to damage. As an action, you can expend one use of your Infuse Item feature to reinforce the hull of a ship. The ship gains temporary hit points equal to your Artificer level + your Intelligence modifier (minimum of 1). These temporary hit points last for 8 hours or until expended.

Additionally, while the ship has these temporary hit points, it gains resistance to damage from non-magical sources.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Fortified Position

15th-level Shipwright feature

You become an expert in boarding enemy ships and taking them by force. You gain proficiency in Athletics and can climb difficult surfaces, including ropes, rigging's, and hulls, without needing to make ability checks.

Additionally, you can choose to grant advantage on initiative rolls to you and your allies when attempting to board an enemy ship. You can also use your action to direct your allies in combat while boarding a ship, granting them advantage on attack rolls until the end of your next turn.

Finally, you gain the ability to teleport between ships that are within 60 feet of each other. As a bonus action, you can teleport yourself and up to four willing creatures you can see within 60 feet of you from one ship to another ship within range. You can use this feature once per long rest.

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