Base Class: Artificer
Are you troubled by strange noises in the middle of the night?
Do you experience feelings of dread in your dungeon or lair?
Have you or any of your party ever seen a spook, specter or ghost?
If the answer is yes, then don't wait another minute. Call in a Buster!
A Buster is an Artificer that performs duties of removal or elimination of undead and paranormal investigators. Catching ghosts is their primary form of business. Sometimes removal doesn't mean through means of weapons as an undead may leave due to fulfillment, being remembered, or destruction of an object attaching them to this world. However, most hauntings are of unhappy spirits or descretated lands from liches, and like humans may have negative reasons for being there. This is when a Buster uses their artifice to secure and contain the undead.
Proton Pack
3rd-level Buster feature
You build specialized equipment for surviving encounters with the undead. While usually this requires divine magic, you instead replicate the effects of divine magic with your knowledge of the sciences with the use of proton equipment. As a bonus action on your turn, you can switch to what type of mode the equipment is in: Proton Gun or Medical Gun. It serves as a spellcasting focus for you, growing to a magical bonus +1 at 8th level, +2 at 12th level, and +3 at 15th level.
Proton Gun: A particle thrower connected to a backpack sized particle accellerator. It counts as a simple ranged weapon that can use your intelligence modifier to attack instead of dex or strength, with a normal range of 90 feet and a long range of 300 feet, and it deals proficiency modifier d6 radiant damage on a hit plus your intelligence modifier.
Medical Gun: A beam mode that can only target one ally with 15ft. As an action, the ally gains Hit Points equal to 2d10 plus your spellcasting ability modifier plus your artificer level.
Buster Spells
3rd-level Buster feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Buster Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Alchemist 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 |
Psychokinetic Energy Reader
3rd-level Alchemist feature
You always have a small device you can use with an action or bonus action to cast "Detect evil and good" without expending a spell slot. When holding this device, you can track any undead and know their precise location within 60ft of you. Beyond that range, you have a general idea of which direction they are (up to DM discretion).
Improved Proton Pack
5th-level Buster feature
Your proton pack can apply extra effects when in use by expending spell slots. Once on each of your turns when you hit a creature with the Proton Gun mode, you can activate a capture stream by expending a spell slot to make the creature do a saving throw against your spell save dc, afflicting a stunned, paralyzed, or incapacitated condition (your choice). On a failed save, the target has the chosen condition until the start of your next turn. If the pack is in Medical Gun mode, you can empower your ally by expending one spell slot on your turn. For each level of spell slot expended, an extra 2d10 healing is done to the ally.
Additionally, cantrips casted from the Proton Pack deal an extra (half proficiency bonus rounded up)d8 force damage once per turn
Trapping and Ubercharging Device
9th-level Buster feature
At 9th level, you've perfected a new device to capture undead and most creatures. After hitting a creature twice with the Proton Gun mode, you can as a bonus action toss a trapping device near them. They must succeed on a contested athletics check or be sucked into the traps demi plane as you turn the undead into data. Alternatively, when your proton pack is in medical gun mode, you can Ubercharge an ally for a short time. By expending all your spell slots, you can make one ally (besides yourself) fall under the effects of the stoneskin spell. It lasts for the amount of spell slots you expended, and you hold concentration on it with disadvantage on saving throws. Once you used either of these features, you can't use it again until after a long rest.
You can also cast the summon vehicle spell at will, costing no gold, as many times as your intelligence modifier a day. It is upcasted to the highest spell slot you can cast, though the choice of vehicle is yours and you have proficiency with the summoned vehicle if you don't have it already.
Who You Gonna Call?
15th-level Buster feature
At 15th level, you have crafted tools so that your team and yourself will work with. You have built additional proton packs, albeit smaller and weaker, which you can give to your allies as many times as your intelligence modifier. The proton packs don't work on summoned creatures. They deal an extra amount of radiant damage or healing equal to half the amount your proton pack does (rounded up) on top of their regular attacks or healing. As a reaction, you can call for your party's aid to Cross The Streams. Every ally with a proton pack can spend their reaction to boost your own proton pack's energy. For every ally that boosted you, you deal an additional d8 of force damage equal to half your artificer level on your next Proton Gun attack, or on the next offensive cantrip you cast through the proton pack. Should you ever be rendered unconscious, the proton packs for your allies break, and require an action to repair each one. Crossing the streams of proton packs is a dangerous endeavor and requires a cooldown period for 1d4 rounds before you can do it again, otherwise you risk causing a nuclear explosion of a star (DM discretion).
Your Ubercharge becomes even more potent, but also more dangerous. By expending all your spell slots, you can make one ally (besides yourself) fall under the effects of the invulnerability spell. It lasts for half the amount of spell slots you expended rounded down, and you hold concentration on it with disadvantage on saving throws.
Previous Versions
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12/22/2024 4:50:32 PM
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