Artificer
Base Class: Artificer

You have learned to how to build a device that contains within it an extradimensional space that allows you to trap and store the essences of up to 6 monsters that you can later summon to do your bidding.

Novice Trainer

When you adopt this specialization at 3rd level, you are able to build a Trapping Sphere. A trapping sphere is any spherical object of about 3 to 4 inches in diameter that you have infused with magical energy to create an extradimensional space that can be used to store the essence of a creature you can later summon and control. At level 3 you may only have 2 Trapping Spheres infused at one time. But you will gain more as you level in this class. In order to trap a monster in the trapping sphere, you must perform a trapping ritual. This ritual is explained further on in this section. At your current level you are only able to trap Beasts, and any creature you trap must have a challenge rating equal to or less than your Artificer level.

You also gain the charm monster. It does not require you to use a spell slot to cast, and you can cast it an equal amount of times to your Intelligence modifier. However, you can only cast it as part of the trapping ritual which is explained further down.

Creating a Trapping Sphere. You can take any solid, non-magical, spherical object of roughly 3 to 4 inches in diameter and spend 1 minute infusing it with magical energy. At level 3, you can have up to 2 infusions active at once. The trapping infusion remains until the object is destroyed or you dismiss it as an action. If there is a creature inside of it at the time, it is instantly summoned into an empty space within 5 feet of the sphere. At which point it will no longer be in your control and will act independently. If you try to create a third infusion without dismissing a previous one, the oldest sphere will automatically be dismissed. If it had a creature in it, it is then released.

Trapping Ritual. In order to trap a creature within a trapping sphere, you must first cast the charm monster. If you succeed and the creature is charmed by you, you must tap the empty trapping sphere against them. You can either throw it at them via a ranged throw attack (you are considered proficient when throwing the trapping sphere in this way) or by walking up to the creature and pressing the trapping sphere against them. The creature is absorbed into the trapping sphere and remains there until summoned or released. After the creature is captured, you must give it a name and whisper it to the trapping sphere. At which point a magical rune will appear on the surface. The creature is dormant while in the extradimensional space within the trapping sphere. You can only trap creatures with a challenge rating that are equal to or less than your Artificer level.

Summoning and Commanding a trapped creature. As an action, you may present the trapping sphere of your choice and state its name out loud. The creature will come forth from the trapping sphere into an empty space of your choice within 5 feet of you. The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. If one of your trapped creatures is reduced to 0 hit points, it is automatically returned to the trapping sphere. It regains full hit points after a short or long rest.

The creature uses its standard stat block, but you add your proficiency bonus to the creatures AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your Artificer level, whichever is higher. Healing spells affect it like they normally would.

Veteran Trainer

At 5th level, you can now maintain up to 4 trapping sphere infusions at once.

Your practice of the trapping ritual has also grown greatly. You are now able to trap more types of creatures. Choose an additional type of creature from this list: Aberration, Contruct, Elemental, Fey, Fiend, Monstrosity, Ooze, Plant, or Undead.

Expert Trainer

At 9th level, you can now maintain up to 6 trapping sphere infusions at once.

Your practice of the trapping ritual has also grown even greater and the types of creatures you can trap has also grown. Choose an additional type of creature from this list: Aberration, Construct, Elemental, Fey, Fiend, Monstrosity, Ooze, Plant, or Undead.

Commanding your creature now only takes a bonus action to issue the commands. An action is still required to summon it.

Master Trainer

At 15th level, you have mastered the science of the Trapping Sphere. Choose an additional type of creature you can perform the trapping ritual on from this list: Celestial, Dragon, or Giant.

You are also no longer limited to a certain challenge rating of creatures.

You can now summon and command up to 2 creatures at once. You can also summon both with the same action, and command both of them using the same bonus action. 

Previous Versions

Name Date Modified Views Adds Version Actions
12/3/2019 1:40:48 PM
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