Base Class: Artificer
Dig your path, bury your enemies.
Tools of the Trade
When you adopt this specialization at 3rd level, you gain proficiency with heavy armor. You also gain proficiency with miner’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Miner’s Tools Proficiency in miner’s tools can help you with Arcana, History, or Investigation checks involving rock, stone, and earth. Miner’s tools include a pickaxe, a shovel, a chisel, a hammer, a miner’s pan, and a headlamp which can be used for mining expeditions.
One with the Earth
When you reach 3rd level, your mining expeditions have begun to pay off in two ways:
• As an action, you can begin burrowing with a speed of 20 ft, which you can use to move through sand, earth, mud, or ice. This does not create an accessible tunnel for other creatures behind you and you must come up to the surface to breath after 1 minute of burrowing.
• You gain tremorsense, which allows you to detect the origins of vibrations within 30 ft, provided the origins of the vibrations are in contact with the same ground or substance.
Tools of the Trade
When you adopt this specialization at 3rd level, you gain proficiency with heavy armor. You also gain proficiency with miner’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Miner’s Tools Proficiency in miner’s tools can help you with Arcana, History, or Investigation checks involving rock, stone, and earth. Miner’s tools include a pickaxe, a shovel, a chisel, a hammer, a miner’s pan, and a headlamp which can be used for mining expeditions.
Driller Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Driller Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
| Artificer Level | Spells |
|---|---|
| 3rd | Earth Tremor, Searing Smite |
| 5th | Meld into Stone, Maximilian’s Earthen Grasp |
| 9th | Erupting Earth, Wall of Sand |
| 13th | Gravity Sinkhole, Stoneskin |
| 17th | Antlife Shell, Wall of Stone |
Enchanted Drill
By 3rd level, you have learned to craft a magically powered drill to use for your mining excursions and in combat. This weapon can be used as a spellcasting focus for your artificer spells and is bound to you, unable to be used by any other creature. As a bonus action, you may trigger the drill to go into overdrive, spending a minimum of 1 of your Overdrive Charges, causing it to deal an additional 2d6 fire damage from the heat of the rapidly spinning drill. Your Artificer level determines the number of Overdrive Charges you have. You may spend additional Overdrive Charges to add 1d6 fire damage per Overdrive Charge to a single attack, which needs to be determined before the attack roll.
Alternatively, you can use Overdrive Charges to drill a tunnel, costing 1 charge per 10 ft. The height of the tunnel is 10 ft while the width is 5 ft. You regain all Overdrive Charges after a long rest.
| Weapon | Damage | Weight | Properties |
|---|---|---|---|
| Enchanted Drill | 1d10 piercing | 20 lb | Two-Handed, Special |
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Burrowing Overdrive
At 9th level, while burrowing in the ground, you can use your attack action to lunge out of the ground using two Overdrive Charges. As you spring out of the ground in this way, you cause every creature in a 10 ft radius to make a Dexterity saving throw. Targets take 3d6 piercing damage and 3d6 fire damage on a failed save, or half as much on a successful one.
Superior Miner
At 15th level, you have refined your enchanted drill. Your Overdrive Charges can now be replenished during a short rest, instead of a long rest.
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