Base Class: Artificer
Perception is everything. The world spins on what the few say, because the many are too scared of each other’s loyalties to stand against it. Even tho logically, only a few agree with the few. You, on the other hand, are not like that. You understand logic, reasoning, and above all: the power of perception. That’s why your a part of the few, and not the many.
Tool Proficiency
When you adopt this specialization at the 3rd level, you gain proficiency with Glassblowers Tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Technicians Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Technician Spells List. These spells count as Artificer Spells for you, but they don’t count against the number of Artificer Spells you can prepare. Your Technicians Suit is your Spellcasting Focus for Technician Spells.
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Artificer Level |
Technicians Spells |
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3rd |
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5th |
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9th |
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13th |
Technicians Suit
Beginning at the 3rd level you have developed a knack for creating equipment to distract and confuse your opponents. You can create a Technician Suit which you may add modules to for further deception bonuses.
- You can create a Technicians Suit by touching a suit of Studded Leather Armor at the end of a long rest.
- Technicians Suit: 12 AC (light armor) Special. You may use your Intelligence Modifier in place of your Dexterity Modifier when making Stealth ability checks.
- Every other level (3rd, 5th, 7th... etc) you may choose an additional module to grant yourself bonuses and abilities. You may only have a certain number of modules active at any given time, depending on your artificer level: One at the 3rd, two at the 6th, three at the 9th, and four at the 12th. Every long rest you may choose which modules, of the ones you have available to you, to activate.
- Your Technician Suit doesn't count as magical armor and none of the added modules will make it magical.
Active Camouflage
For creatures reliant on sight, you are heavily obscured while stationary or lightly obscured.
Advanced Plating
Your Technicians suit now has an AC of 13, which increases to 14 at the 12th level. However, it now counts as medium armor instead of light.
Disorientation Field
You may cast the spell Blur on yourself as a bonus action. The spell's duration is only 1 round.
Extended FX
Add Minor Illusion to your Technician Spell list.
Gappling Hook
As an action, you can use your Grappling hook to gain a climbing speed equal to your walking speed.
Homebrew
Create your own module and get your GM's approval, have fun!
Split Screen
You can create an illusionary double of yourself as a bonus action. The illusionary double can speak and make noise but cannot touch or sense anything. You must use your bonus action to control the double every turn or the double dissipates. It also dissipates if you lose sight of it, or a distance greater than 60ft comes between you and the double.
Vanishing Act
As a bonus action or an extension of your Cunning Action, you may trigger an explosion of smoke originating from you, covering an area of a 20ft sphere and causing heavy obscurity for 2 rounds. You may only use this feature once per short rest, the number of uses increases to 2 at the 8th level, and 3 at the 16th.
Head Hunter
Starting at the 5th level, you have learned to target the more vulnerable areas of your opponent whenever you're given the chance. Once per turn when you make an attack against a target that you have advantage against, you may deal an additional 2d6 damage on hit. This value increases to 3d6 on the 7th level, 4d6 on the 9th, 5d6 on the 11th, 6d6 on the 14th, and 7d6 on the 17th.
Thorough Reasoning
By the 9th level, your personal skills in deception have had time to advance, especially when you’ve had time to prepare. A number of times equal to your Intelligence Modifier, you may choose to gain advantage on a Charisma check or saving throw or grant advantage to any Charisma check or saving throw of any creature within 30 ft. Resetting every long rest.
Technicians Helmet
By the 15th level, you have reached the limit of your physical abilities to power and control your technical equipment. As such you have invented a Helmet that should fix all that, at least, in time.
- Starting at 15th level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Additional Technician Spells List. These spells count as Artificer Spells for you, but they don’t count against the number of Artificer Spells you can prepare. Your Technicians Suit is your Spellcasting Focus for Additional Technician Spells.
- Your Technicians Helmet grants you a number of charges equal to (½ Artificer Level rounded down + Intelligence Modifier) which reset every long rest. You can use a number of charges equal to the spell level to cast spells from your Technicians Spell List, or your Additional Technicians Spell List provided by this feature.
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Artificer Level |
Additional Spells |
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15 |
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17 |
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19 |
Previous Versions
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Posted Sep 12, 2020i like the modules, but the abilities after that seem a bit strong considering the rest of the artificers abilities, headhunter, personally id lower the damage a bit and limit its application to weapon attack or just to hit spells so that it couldn't apply to anything with a to hit, also the helmet is way powerful, and the thorough reasoning is only a bit strong because of flash of genius, an idea i had is more on theme with technician, is instead its an enhancement to flash of genius that applies when used on tools and repairs
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Posted Dec 10, 2019Eh, this is the creator here, I just wanted to ask for any feedback from those of you who are using the subclass. I personally don't have Eberron so I cant playtest the material myself, as such your feedback is vital for any bug corrections and balancing changes. Thank you.