Base Class: Artificer
Siege smiths have studied and used their magical engineering to build fortresses and holds.
Tool Proficiency
3rd-level Artillerist feature
You gain proficiency with [Tooltip Not Found]. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
You also gain a innate understanding of structures and can make a accurate blue print of a nonmagical structure if studied for a hour. These blueprints cannot include any rooms that are hidden by secret doors or tunnels, but give advantage on investigation or perception checks for secret doors or rooms.
Siege Smith Spells
3rd-level Siege Snith feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Artillerist 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 |
Siege Shield
3rd-level Siege Smith feature
You've learned how to create a magical shield. Using mason’s tools or smith’s tools, you can take an action to magically create a magical shield in an unoccupied hand.
Once you create a shield, you can’t do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one shield at a time and can’t create one while your shield is present.
The shield is a magical object. Regardless of size, the shield gives a bonus to ac equal to your intelligence modifier, and counts as a spell component for you as well as can perform the somatic components of spells as if the hand was free.
When you create the shield, you determine its appearance and what materials it is made of. You also decide which type it is, choosing from the options on the Shields table. As a bonus action you can plant the shield down into the ground loosing the ac bonus but have it transform and give addition benefits. You may use a bonus action to pick up a planted shield and return it to it's original form.
| Shields | Planted |
|---|---|
|
Medium |
When planted the shield spreads out to form a 10ft long wall and has charges up to equal to your proficiency modifier and intelligence modifier. The shield starts with all charges and gains one charge at the start of your turn or two at the start of your turn if in shield form. Charges are able to block and negate spells that target a creature but do not require a attack roll. Spells of higher levels once blocked consume charges of their level plus one. If charges reach 0 then the shield breaks, and if the charges reach negative numbers then the shield blows up dealing a d6 for each negative charge in a 5ft area around the shield. For instance a shield with 3 charges left blocks a level 4 spell then the spell is negated and 5 charges are consumed breaking it and dealing 2d6 damage in a 2x3 sq. |
|
Tower |
The shield also counts as half cover. When planted the shield spreads out 5ft to either side creating up to a 15 ft long wall that counts as three quarters cover. Creatures of your choice are able to shoot through it as if there was no cover. Any ranged attacks that missed deal damage to the shield instead. The shield has hp equal to your proficiency modifier and intelligence modifier times 10. You can cast mending on the shield to heal 1d6+your intelligence hp on the shield. If the hp drops to zero then the shield breaks. |
| Buckler
|
Can be planted into walls and ceilings as well. When planted the shield holds itself up and gives one buff of your choice to creatures of your choice in a circle within a 15ft radius. You can use a bonus action to change the buff if you are within it's effect. Creatures within 5ft can use a action to break the shield, or can be shot at range if the range attack beats your spell save dc. -bonus to hit equal to your intelligence modifier -bonus to ac equal to your intelligence modifier -bonus to a save of your choice equal to your intelligence modifier. |
Destructive Shield
5th-level Artillerist feature
Your shield gains the following benefits.
Melee Weapon Attack: +your intelligence to hit, reach 5 ft., one target. Hit: 1d6 bludgeoning damage + (1d6 + intelligence modifier thunder damage).
You gain advantage when attacking a creature made of inorganic material such as stone, crystal.
When attacking a inanimate object such as doors the thunder damage is doubled.
Improved Fortifications
9th-level Siege Smith feature
Every arcane shield you create can move half your movement speed as a bonus action or rotate 90 degrees as a free action.
- You can use a bonus action to turn the medium into a cannon and fired with a action using your spell casting modifier releasing all charges destroying itself but dealing a d6 of thunder damage for half the charge used rounded down or a d6 for each charge if striking a creature of inorganic material such as stone, crystal, or metal, or when attacking a inanimate object. When fired also creates a thunderous sound up to 300ft.
- You can use a bonus action to turn the tower shield into a siege ladder that extends up to 20ft up. Creatures of your can use their movement speed as climbing speed to move up the siege ladder and all other creatures will need to make a athletics check to beat your spell save dc to climb the ladder. The tower shield can be returned to its shield form from either the top or the bottom of the siege ladder,
- You can now in addition to the previous benefits choose one of these benefits instead when planting the buckler shield. The range of the buffs is now a 30ft radius
- Bonus to attack damage equal to your intelligence modifier.
- At the start of your turn if you are not incapacitated heal all creatures of your choice 1d6+intelligence modifier
- Gain 10ft of additional movement speed
Master Fortifications
15th-level Siege Smith feature
You’ve mastered the inner workings of your shields and have figured out how to give the bonuses of a planted shield into it's base form.
- The medium shield can now recharges 2 in its shield form as well as 1 in it's planted form. When in shield form you can a number of charges to deal half as many charges consumed d6 thunder damage to the next attack of a creature of your choice or a d6 for each charge consumed if attacking a creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
- The tower shield now gives you a climbing speed of half your movement speed. The tower shield as well grants half cover to a creature of your choice who is 5ft from you while in it's shield form.
- The buckler shield can now give a number of buffs up to your intelligence modifier or half as much but with a 60ft radius sphere when planted with up to one instance of each buff. No stacking a buff. You can spend a bonus action to change one buff to another. When in shield form you can spend a bonus action to turn on a single buff for a number of turns equal to your intelligence modifier with a minimal of one round. You also gain these addition buffs to choose from
- gain 1d6+your intelligence modifier in temporary hit points at the start of your turn
- Creatures are not able to be affected by the frightened condition
- Creatures can get up from the prone status effect using only a quarter of their movement speed
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Posted Jan 6, 2025This is a beta version of this class and I am hoping for criticism on how best to help this class. I am mainly looking at the first five levels now as I hope to play this in a multiclass, but would also appreciate some higher level ideas since I typically struggle with those and their power scaling.