Artificer
Base Class: Artificer

As a tactical technician, you are developed intellectually, fast with your hands, and knowledgeable about the inner workings of mechanical models. You excel at using your environment to create advantageous situations. You are methodical in how you lead groups in hostile situations, and the nature of violence rarely frightens or deters you.

Advanced Studies

When you adopt this specialization at 3rd level, you gain proficiency with one language and one type of artisan’s tools of your choice.

Tactical Technician Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Tactical Technician Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Tactical Technician Spells

Artificer Level Spell

3rd

create or destroy water, unseen servant

5th

find traps, locate object

9th

clairvoyance, tiny hut

13th

control water, confusion

17th

contagion, telekinesis

Mind Over Matter

You have spent countless hours studying the ways of combat. You know what to look for, how to act, and how to anticipate combat scenarios. At 3rd level, you gain the following benefits:

  • You gain half proficiency with martial weapons
  • You gain proficiency with improvised weapons
  • You can roll 1d6 in place of the normal damage of your attacks made with improvised weapons
  • When you attack with an improvised weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls

Once you reach 9th level, the damage you deal with improvised weapons increases to 1d8.

Critical Thinking

At 5th level, you gain the ability to use a bonus action to perform a Wisdom (Insight) check against a creature that you can see within 120 ft. If you succeed, you learn the immunities, resistances, and vulnerabilities of the creature. For the next 24 hours, your weapon attacks against that creature score a critical hit on a roll of 19-20. You have a number of uses of this feature equal to your Intelligence modifier, minimum of 1, and all expended uses are regained after a long rest.

Combat Trapper

When you reach 9th level, you learn how to craft deployable traps for quick use and makeshift traps using your surroundings. You may use tinkers' tools to craft traps as well as to disarm them. You choose whether to dismantle your trap or store it for redeployment when you disarm it.

Deployable Traps. You learn how to construct three Deployable Traps from the options available. At the DM’s option, you may choose an alternative effect. These options may be methods to modify existing traps. Modifying an existing trap requires 1 minute unless noted differently in its description while crafting a deployable trap requires a short or long rest; both require the use of tinker's tools. The deployable traps you craft are items you carry with you and may give to others. Unless otherwise noted, the traps are considered mundane items. You can deploy a trap as a bonus action, unless otherwise noted, to affect a 5-foot diameter area adjacent to any location you have moved through this turn. Any other player in possession of your traps must use the object as an Action to deploy it. The number of deployable traps you can have created at any given time is equal to your Intelligence modifier, but only a number of your crafted traps equal to your Wisdom modifier can be deployed at any given time, minimum of 1 trap.

Makeshift Traps. You are adept at using the resources available to you from your surroundings to create potent traps. These traps can be created through various creative synergies with your party, materials you have on hand, or the environment around you. Creating a makeshift trap takes up to 10 minutes per trap, depending on the complexity, and is limited by the amount of material and space available. Any makeshift traps created are meant to be temporary, disabling after a day, and they do not count toward your limit of available deployable traps.

Saving Throws. Your traps may require whoever triggers them to make a saving throw to resist the trap's effects. The saving throw DC is calculated as follows:

Trap Save DC = 8 + your proficiency bonus + your Intelligence modifier.

At 15th level, you learn the construction of three additional traps.

Alarm Trap

An alarm trap is a versatile trap that can be triggered through a proximity mechanism, a tripwire, or a timer. When triggered, the trap produces an audible sound that can heard up to 300 feet away.

Ball Bearing Trap

Triggered through a proximity mechanism, tripwire, or timer, this trap expels ball bearings capable of covering up to a 10-foot-square area. Ball bearings will move with terrain contours, such as rolling down a hill. If a triggering creature has at least 10 feet of movement remaining, it must make a Dexterity saving throw to end its turn outside of the covered area.

Blade Cloak

The blade cloak is a device that is concealed inside armor. Although it does not count against your possible number of deployed traps, no more than 1 such device can be active on a person (it cannot be combined with other similar traps). When a person equipped with a blade cloak can use it's reaction to make an opportunity attack, it can forego the opportunity attack to trigger this trap instead. When triggered, a spring mechanism shoots out two daggers. You make two ranged weapon attacks with the daggers' thrown properties using Intelligence instead of Dexterity. The trap mechanism is destroyed upon use.

Caltrop Trap

Triggered through a proximity mechanism, tripwire, or timer, this trap expels caltrops capable of covering up to a 10-foot-square area. If a triggering creature has at least 10 feet of movement remaining, it must make a Dexterity saving throw to end its turn outside of the covered area.

Crossbow Trap

A crossbow trap is triggered through a proximity mechanism or tripwire. An inconspicuous, concealed, hand crossbow fires a shot at the triggering creature. The triggering creature must make a Dexterity save to avoid the shot. Crossbow traps can be further modified with poisons, elixirs, or magic for different effects.

Disarming Shock Trap

The disarming shock trap is a device that is concealed inside armor or clothing. Although it does not count against your possible number of deployed traps, no more than 1 such device can be active on a person (it cannot be combined with other similar traps). When a person with a disarming shock trap is hit by a melee weapon attack from a weapon made of metal, they can use their reaction to trigger this trap. When triggered, controlled sparks jump from the device through the metal weapon to the attacker. The attacker must make a Constitution saving throw, taking 2d6 lightning damage on a failed save, or half as much on a successful one. On a failed save, the attacker also drops the weapons they are holding if they can. This trap is destroyed upon use.

Distraction Trap

The distraction trap can be triggered through a proximity mechanism or a tripwire. When triggered, a distraction trap creates a sound similar to shuffled movement, clattering armor, or hushed whispers that sounds distant and seems to originate from a set direction for 6 seconds.

Explosive Trap

An explosive trap is a versatile trap that can be triggered through a proximity mechanism, a tripwire, or a timer. When triggered, each creature within 10 feet must make a Dexterity saving throw, taking 3d6 piercing damage on a failed save, or half as much on a successful one.

Flash Trap

A flash trap can be triggered through a proximity mechanism or a tripwire. When triggered in dim light or darkness, an extremely bright light is momentarily emitted. Creatures looking in the direction of the trap within 80 feet must make a Constitution saving throw.. On a failed save, the creature is blinded for 2 turns within 40 feet, or 1 turn within 80 feet. The flash will not blind creatures through a solid object or magical darkness. A flash trap also emits a popping sound when triggered, audible to 100 feet.

Hunting Trap

This modified hunting trap follows the rules of hunting traps from the Player's Handbook (Chapter 5, Page 152), except that the Dexterity saving throw and Strength check use your trap save DC, and the initial damage of the trap is modified by your Intelligence. This trap requires your action to deploy.

Time Dilation

When you reach 15th level, your mental capacity spans beyond the limitations of space-time. You can cast the spell time stop as an action during combat. Once you use this feature, you must wait 30 days before you can use it again.

Previous Versions

Name Date Modified Views Adds Version Actions
10/22/2020 5:23:02 PM
3
0
1.1
Coming Soon
10/22/2020 5:44:21 PM
2
0
1.2
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes