Base Class: Artificer
Those who examine early political and military advances to colonize holdings in foreign lands often highlight the parallels between the exotic, extensive terrain of those lands and a mythologized past, as well as the political pressure on one house from another. Less often examined is the pervasive cultural impact of the industry that has been built – almost from scratch – to support each house’s colonial goals.
As a result of such a time, Taraxacum artificers were conceived. With the pioneer spirit of the colonial effort, the image of a spell caster effortlessly lifting supplies, weapons, essential equipment, and even sometimes even soldiers themselves into and above the thick canopies, dry wastes, or unstable ground became a symbol of the power that comes in these foreign lands. Moreover, the name Taraxacum was finally put to use as a military title worn by specific commanders across the realm to award an individual as both as a mobility multiplier, and for their performance as an airborne early warning and surveillance platform in support of ground operations.
However, following the result of the most recent wars, this title was retired, and the name Taraxacum has been given it's former meaning by the general public once again to describe a strong, capable, or particularly adept artificer.
Tools of the Trade
You gain the following benefits.
Tool Proficiency. You gain proficiency with Navigator's Tools and Weaver's Tools. If you already have one of these proficiencies, you gain proficiency with one other type of Artisan’s Tools of your choice (or with two other types if you have both).
Level 3: Taraxacum Spells
When you reach an Artificer level specified in the Traxacum Spells table, you thereafter always have the listed spells prepared. These spells count as Artificer spells for you.
Traxacum Spells
| Artificer Level | Prepared Spells |
|---|---|
|
3 |
|
|
5 |
|
|
9 |
|
|
13 |
|
|
17 |
Hover
You may hover when you move, ignoring Difficult Terrain on the ground and spending no extra movement when climbing. If you do, you may carry any creatures or objects within 5 feet of you, so long as the total weight doesn't exceed your carrying capacity (ignoring inventory item weight). Doing so allows you to ignore other restrictions on carrying caused by flight.
At the end of your turn, if you hovered, you and anything you were carrying harmlessly fall to the ground. If you fell more than 10 feet at the end of your turn while hovering, you and any creatures you were carrying become Prone.
Precision Coupling
You have learned to work with what you've been given, encouraging others to learn and adapt to the field alongside you. You gain the following benefits.
Hardpoint. Creatures you choose within 60 feet of you may use a Bonus Action to use ranged weapon and spell attacks using you at the point of origin, rather than themselves. Such attacks count as if the one making the attack were positioned in a space you occupy.
Expose. Whenever a target you can see or hear succeeds a saving throw you forced it to make, the next attack made against it by creatures other than you has Advantage, so long as you can still see or hear it when the advantaged attack is made.
Tether
As an Action, you attach a magical rope between yourself and a target within 5 feet of you. If the target is Stunned, willing, or an object, you automatically succeed; otherwise, the target can resist with a successful Strength saving throw against your Spell Save DC. Once attached, you and the target may not move more than 30 feet away from each other. Both you and the target can tow the other when you move, forcibly taking the other with you.
If either you or the target are unwilling to move with the other but you cannot move, you may half the other's movement speed. If the other is determined immovable by any means, it cannot be moved by this feature. Anything can remove the rope on a hit with a melee attack or Improvised Attack against an AC equal to your Spell Save DC.
This rope can also be used to drag, pull, or otherwise interact with the environment. It is 30 feet long and can support a combined weight of 500Lbs before it breaks. Creatures can use this to climb surfaces, allowing them to climb without a Speed penalty.
Catalytic Touch
You've innovated a method to twist your own magic in a way that makes the environment far less forgiving to your enemies.
When you cast a spell using a spell slot of 1st level or higher, one of the following effects trigger based on the target or targets of the spell.
- Hostile Creatures: Your target must succeed a Constitution saving throw or become Blinded until the end of their next turn.
- Allied Creatures: Your target gains Advantage on their next attack roll until the end of their next turn.
- Unoccupied Space: Any fires are extinguished and the area becomes Difficult Terrain until the end of your next turn.
Coup
Whenever another creature within 30 feet of you makes an attack with Advantage, you may use your Reaction to gain Advantage on your next attack roll.
Additionally, when you make an attack with Advantage, allied creatures within 60 feet of you can use their Reaction to gain Advantage on their next attack roll.
Officinale
Whenever an attack roll that is made within 30 feet of you is made with Advantage, the target of that attack either has Advantage or Disadvantage on their next saving throw(you choose), so long as they remain within 30 feet of you.
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