Artificer
Base Class: Artificer

Whether it's dangerous terrain or fragile ruins the orbiter is an expert at extracting information without approaching too closely. In combat the orbiter provides a sense of security from a distance using their drones to expose enemies, dangerous terrains or providing advantages in a number of ways. The orbiter excels at controlling the battlefield and moving chess pieces in their favor. In addition they have an excellent sense of navigating and traveling to new lands.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with cartographer tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Orbiter Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

3rd : alarm , detect magic

5th : sky write, see invisibility 

9th : water walk, fly

13th : arcane eye, freedom of movement

17th: tree stride, scrying

Surveyor

When you reach 3rd level your iq of dangerous terrains grant you the following properties:

  • If you take 1 minute to scan an unfamiliar space with your drones you can have a vague sense of any possible dangers in the area.
  • You gain 10 extra movement speed while at least one of your drones is up. 
  • When you dash you can choose an ally within 5 feet of you to gain 10 feet of movement for their next turn. This movement can only be granted to the same ally once a day. 

Recon Drones

 By 3rd level you've crafted two small mechanical reconnaissance drones. These can take the form of anything from a small mechanical bird to floating metallic eyes. These drones aid in your surveillance of a landscape or area.

In combat the recon drone shares the same initiative as you but takes their turn immediately after yours. They have several actions that they can take but can't attack. These actions are listed in the stat block below and use your proficiency bonus (PB) in many places. 

If the Mending spell is cast on it, it regains 2d6 hit points. If destroyed the drone can be repaired during a short rest or long rest. A short rest can only repair a single drone on a long rest you regain both drones. 

At higher levels the drones gain other benefits like invisibility.

 

Recon drone 

Small construct

Ac 13 

HP: 5 time your int modifier

Str dex con int wis cha   

4(-3) 14(+2) 6(-2) 12(+1) 14(+2) 10(+0)

Saving throws: Dex +1 plus PB, Con +2 plus PB

Skills: Perception +2 plus PB x 2

Damage immunities: poison 

Condition Immunities: charmed, exhaustion, poisoned

Senses: dark vision 60ft passive perception 10+PBx2

Vigilant: the drones can’t be surprised

Action: 

Combat analysis[1/day]: the drone scans the area within 60 ft of it and calls out the number of hostiles including any that may be invisible or otherwise hidden.

fly : fly a maximum of 120 ft away from you in any direction.

Pestering presence: if the drone flys 5 ft over the head of a creature it can grant an ally advantage to their first attack against that creature.

Reaction:

Revealing scan: if a creature attempts to hide or go invisibly, within 30 ft of the drone they must make a dex save or be tracked by a magical light. Emanating from the drone. The save is equal to 10 + 2 + PB

Conceal and Cover

Starting at 5th level You and your drones gain an increased ability to control stealth through terrain. Your drone gains the following action 

  • Fog cloud: once a day your drone can create a 10 ft fog cloud centered on itself; the fog moves with the drone and follows all the same rules as the first level spell. The drone is considered the one maintaining concentration for all intents and purposes.

You gain the following as well 

  • Once a day you can cast pass without a trace at will.

Natures Guide

Starting at 9th level, Non-magical difficult terrain no longer affects you or allies within 30 feet of you.

Enhanced Drones

Starting at 9th level you gain a masterful control over a battlefield. Your drones now add your PB to their AC, additionally You gain the following as long as you have at least one drone up.

  • Your drones gain the following action. Psionic beam: the drone makes a ranged, 15ft, spell attack roll adding you spell casting modifier. On a hit the drone deals 1d10+ your spell attack modifier, in psychic damage.     
  • You can now cast spells from your drones as long as they're within visual range. If you cast a spell through your drone it cant take an action on its turn other than fly.
  • If your drone dies it lets out a stunning daze to enemies within 30 ft of it. Each enemy in that space must make a CON save equal to 10+ 2xPB.

Masterful Tactician

At 15th level you are a master orbiter. Scanning and analyzing a battlefield is second nature especially now that you have 3 drones. 

  • Creatures cannot be invisible within 10 feet of your drones.
  • Allies gain 15 temporary hit points if they move within 10 feet of a drone. This does not stack. And the temp hp is lost if the drone is destroyed or if the ally moves out of this range.
  • You and allies within 60 feet of you have advantage on saves against magical effects that cause difficult terrain. 

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