Base Class: Artificer
The world is often home to dangerous realms and treacherous terrain, artificers that become navigators excel at traversing such environments and having the right tool to overcome any hurdle that may be in their way. They traverse these lands with their trusty surveyor cube, allowing them to quite literally climb over any obstacle before them. They are often included on adventuring parties and exploration efforts, as they rarely make mistakes when judging the risk of a situation and their survival skills are second to none. A map is only an accessory for a skilled navigator, as they mark the lay of the lands through memory and innovation.
Tool Proficiency
3rd-level Navigator feature
You gain proficiency with navigator's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Navigator Spells
3rd-level Navigator feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Navigator Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Navigator 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 |
Surveyor Cube
3rd-level Navigator feature
You've learned how to create a surveyor cube to ease the burden of your travels. Navigators often travel with their surveyor cube as companions, relying on them as a portable survival kit and scout, rather than for combat. The surveyor cube can be magically created after spending 1 hour concentrating using your tinker's tools or navigator's tools as the focus, the cube weighs 10 lbs. and can be attached to your travelling gear or you can command the cube to follow you.
The cube is a tiny magical object. Regardless of size, the cube has an AC of 12 and a number of hit points equal to your artificer level. It is immune to poison and psychic damage. It has a flying (hover) speed of 20 feet. 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, travels more than 100 feet from you, or if you dismiss it early as an action.
You can issue certain commands to the cube, which it follows exactly as you state them. Giving a command to the cube does not require an action unless specified. You can cast spells with the range of touch with your cube, or you can command the cube to use a command that casts a spell. When you do, you can use the command a number of times equal to your intelligence modifier, regaining all expended uses upon finishing a long rest.
- Alarm. The cube becomes inert with the command. It then casts the alarm spell on itself which lasts for the duration. You designate which creatures that won't set off the alarm as you give the command, and the alarm is audible. The cube cannot receive any other commands unless you command it to stop, or if it disappears.
- Bedazzle. You command the cube as a bonus action, the cube flashes a blinding light in a 15 foot cone originating from it, creatures in the cone must succeed on a Constitution saving throw equal to your Artificer spell save DC or become blinded until the start of their next turn on a failure.
- Detect Poison. The cube detects if a plant or food is poisonous within 5 feet of it. If it detects poison, the cube glows green.
- Light. You use an action to command the cube to cast the light spell on itself.
- Illusion. You use an action to command the cube to cast the minor illusion spell.
- Rappel. The cube latches itself to a point that you can see within 30-feet of you, and then shoots a spear-tipped cord or grappling hook (your choice as you give this command) at a point that you choose within 60-feet of the cube. The cord can hold up to 300 lbs. at a time. The spear-tipped cord can pierce dirt, wood, and non-worked stone. The cord detaches from the cube if the command is given again, the maximum weight limit is reached, or if the cube disappears. Alternatively, you can command the cube to create up to 50-feet of rope, the rope is non-magical and lasts for 10-minutes.
- Scout. You touch the cube and give the command. The cube magically surveys an area within 500 feet of it, providing you a top-down metal image of the area. You can choose to have this image zoom in or out on a specific point, and the image lasts for 1 minute. The command doesn't function if you are inside close quarters, such as a building or cave.
Survivalist
5th-level Navigator feature
You've become adept at straying from harms way in critical situations and you always have the right tool to get the lay of most environments to help you navigate in them. You add your intelligence modifier in addition to any other modifiers when you make Stealth and Survival ability checks. Additionally, you can take the disengage and hide actions as a bonus action on each of your turns.
Improved Surveyor's Cube
9th-level Navigator feature
You've learned new ways to upgrade your surveyor's cube, granting you additional features. As long as your cube is within 30 feet of you, you can't be surprised and you have advantage on initiative rolls.
Additionally, when you cast a spell while your cube is within your reach, you can instead choose to store the spell's magical energy into your cube for later use. While the cube has a spell stored in it, you can use a bonus action to release the stored energy and regain a spell slot equal to the expended spell slot's level or lower. Alternatively, you can choose to cast the spell originating from the cube as if you had cast it, using the same casting rules described in the spell. The cube can only hold one spell at a time, and it must be a spell of 5th-level or lower. The cube holds the charge until you expend it, if it is reduced to 0 hit points, or you use this feature again.
Lay of the Land
15th-level Navigator feature
You've become an expert navigator of both the sea and the land, navigating the lay of these lands has become second nature to you. You always know which way is north, even underground.
Additionally, as an action you can use your navigator's tools to find the direct route to a specific fixed location on the same plane of existence. You name a destination that you are familiar with, that you know the name of, or one that is described to you. You instantly know the direction of the destination and how far it is if you are familiar with it or if you know the name of the destination. If the destination was described to you, roll a 1d100. If the result is greater than your Artificer level, the effect fails. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a green dragon's lair"), the effect fails. You can use this feature a number of times equal to your Intelligence modifier, regaining any expended uses after completing a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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7/21/2023 4:11:07 PM
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60
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13
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1
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Coming Soon
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