Artificer
Base Class: Artificer

In the intricate world of artifice, there are those who tinker with gears, potions, and eldritch machines, and then there are the Scouts. These adventurers, inventors, and explorers have mastered the art of mobility, relying on their wits and a trusty grappling hook to navigate the most treacherous terrains and outmaneuver their adversaries. As a Scout, you relish the thrill of the unknown and the excitement of a daring escape. Your grappling hook is your steadfast companion, a device that allows you to swing from perilous heights, traverse gaping chasms, and grapple onto foes with unrivaled precision. With each adventure, you learn new ways to harness the power of your grappling hook. You swing through the canopy of ancient forests, dance across crumbling ruins, and descend into the darkest depths of dungeons. Your nimble maneuvers in the heat of battle leave your enemies bewildered and outmatched.

Tools of the Trade

3rd-level DRG Scout feature

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

DRG Scout Spells

3rd-level DRG Scout feature

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

DRG Scout Spells
Artificer Level Spell

3rd

entangle, hunter's mark

5th

misty step, pass without trace

9th

daylight, slow

13th

dominate beast, dimension door

17th

hold monster, telekinesis

Grappling Hook

3rd-level DRG Scout feature

you gain the ability to use your grappling hook with unparalleled skill and precision. You can use a set of tinker’s tools or smith’s tools as an action to create a magical grappling hook at the end of a short or long rest. You cannot create a new grappling hook until the end of your next short or long rest. Creating a new grappling hook causes the previous grappling hook to become inert. The grappling hook also becomes inert if you perish.

The Grappling Hook functions as a simple magical ranged weapon with which you are proficient that uses your intelligence as the modifier.

Weapon Type

Weapon Name

Damage

Weight

Properties

Simple ranged weapon

Grappling Hook

1d6 piercing

2 lbs.

Light, Special

 

Special:

Grapple Shot. As an action, you can make a ranged attack at a target within a number of feet equal to 10 multiplied by your intelligence modifier (minimum of 10). The effect of the Grapple Shot depends on the target:

  • If the target is a secured object and/or an object equal to or heavier than your weight, you are pulled in a straight line toward it.
  • If the target is a lighter and unsecured object, it is pulled in a straight line toward you.
  • Objects you Grapple Shot remain attached until released or removed, and the grappling hook can support the weight of you and your equipment from a full hang.
  • If the target is a creature of your size or larger, you are pulled in a straight line toward the creature. If the creature is smaller than you, it is pulled in a straight line toward you. You may then choose to make a contested grapple as part of this action to remain attached. Grappling creatures in this way follows the standard grappling rules. If the creature is more than one size larger than you, you attach to it as if it were a wall or ceiling, and the creature can use the shove action, or other forced movement to try and remove you.
  •  If you make another grapple shot attack while grappled onto a creature or object, you lose your existing grapple.
  • Your movement using the Grapple Shot does provoke opportunity attacks, however forced movement of the Grapple Shot target does not trigger opportunity attacks.
  • Teleportation or other forced movement breaks the grapple.
  • You can release the Grapple Shot as a free action.

 

Cable Spools

3rd-level DRG Scout feature

You can customize your Grappling Hook cables. When you do so, choose one of the following cable types. The cable you choose gives your grappling hook special benefits.

You can change the cable type whenever you finish a short or long rest, provided you have tinker’s tools, or smith’s tools in hand.

Mithral Cables. These grappling hook cables are incredibly light, yet very durable. You have an extra +1 to hit with the grappling hook. This bonus to hit increases to a +2 at 9th level, and a +3 at 15th level. In addition, the range of your grappling hook increases by 5 feet. This bonus to range increases to 10 feet at 9th level, and 15 feet at 15th level.

Serrated Siphoning Cables. These grappling hook cables have sharp serrations and a magical siphoning system. When you damage a living creature with the grapple shot, you gain temporary HP equal to your artificer level.

Bungee Cables. These grappling hook cables are elastic and stretchy, causing you to gain an extra boost of momentum towards your target. When you hit a creature that is further than 5 feet away from you with your grapple shot, your next attack roll against that creature has advantage until the start of your next turn. Additionally, if you release the grapple shot before arriving at your target, you fly twice as far as you normally would.

Assassins Cables. These grappling hook cables are a popular choice among thieves and assassins. You have advantage on stealth checks made while using your grappling hook to move. Your grappling hook makes no noise when deployed, and deals no damage to objects struck by it. Additionally, you do not provoke opportunity attacks when using your grapple shot to move.

 

Extra Attack

5th-level DRG Scout feature

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Grappling Hook Mastery

9th-level DRG Scout feature

You have begun to master using your grappling hook in the flow of combat.

  • Your grapple shot deals an extra 1d6 piercing damage.
  • You may now add your intelligence modifier as a bonus on top of your athletics or acrobatics to contested grapple rolls against your grapple shot.
  • When a creature you can see uses its movement to exit the range of your grapple shot, you may use your reaction to make a grapple shot attack against that creature.
  • Once per long rest, when you make a grapple shot attack, you may immediately cast a spell that requires an action to cast as a bonus action instead. The spell must be of a level equal to your intelligence modifier or lower.

Additionally, you gain two new cable spool options:

Sapping Cables. These grappling hook cables magically drain the target of their energy. When you damage a living creature with the grapple shot, it must make a constitution saving throw against your spell save DC. On a failure, the creature has disadvantage on all strength based ability checks, attack rolls, and saving throws until the end of its next turn. If you have a creature grappled by these cables, you may attempt to re-apply this condition as a bonus action on your turn, and the creature must make the same saving throw.

Titanium Cables. These grappling hook cables are sturdy and hard to break. These cables can support five times the weight of you and your equipment. Your grapple shot also deals an extra 1d4 of piercing damage, and you may grapple creatures of one size larger than normal when using the grapple shot. Additionally, these cables are capable of being used as a fixed tether. You may fire the grapple shot at a fixed surface, and spend 1 minute affixing your end of the cable to a fixed surface within the grapple shot range, creating a connecting cable. More tension than the weight that the cable can support will cause it to snap.

Cable Mastery

15th-level DRG Scout feature

A true scout can use their magical tinkering skills to weave cables into a single cord and swap cables in the heat of battle.

  • When changing your cable type you may choose two different cables and weave them into one, gaining the benefits of both cables.
  • You may change your cable type using an action, rather than waiting until the end of a short or long rest.

Additionally, you gain two new cable spool options:

Life Binding Cables. These grappling hook cables bind your essence with the target. If a living creature is considered grappled by your grapple shot, when you take damage, the creature also takes half that amount of damage.
Arcane Conduit Cables. These grappling hook cables are superconductors of arcane magics. If a living creature is considered grappled by your grapple shot, the creature has disadvantage on saving throws against your spells, and spell attack rolls made against the creature by anyone within 60 feet have advantage.

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