Artificer
Base Class: Artificer

While most artificers focus on singular inventions, Dungeoneers use their know-how to weaponize mundane objects. Trusted with safeguarding untold riches and powerful artifacts, Dungeoneers use basic adventuring gear to construct defensive traps, puzzles, and structures that can repel all but the most hardy adventurers. How did you come become a Dungeoneer? Were you apprenticed to a master? Did a powerful charge you to protect their valuables?

Tool Proficiency

3rd-level Dungeoneer feature

When you adopt this specialty at 3rd level, you gain proficiency with Carpenter's Tools. If you already proficient with carpenter's tools, you gain proficiency with another type of artisan's tools of your choice.

Dungeoneer Spells

3rd-level Dungeoneer  feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Dungeoneer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Dungeoneer Spells

Artificer Level Spell

3rd

alarm, unseen servent

5th

arcane lock, knock

9th

glyph of warding, tiny hut

13th

resilient sphere, secret chest

17th

passwall, wall of stone

Dungeoncraft

3rd-level Dungeoneer  feature

Beginning at 3rd level you've learned to arm yourself with whatever you can find, turning mundane objects into deadly weapons. You gain proficiency with improvised weapons, and when you attack with an improvised weapon you can use your Intelligence in place of Strength or Dexterity for the attack and damage rolls.
In addition, at the end of a long rest, you can craft a number of Dungeoncraft Table equal to your proficiency bonus. If an object forces a creature to make a saving throw they use your artificer spell save DC. Objects created by this feature turn to ash the next morning after being created at dawn.

Dungeoncraft Table
acid (vial) hunting trap
alchemists fire (flask) lock and key
ball bearings (1.000) manacles and key
block and tackle oil (flask)
caltrops (80) portable ram
candles (10) rope, 50 feet
chain (25 feet) sledgehammer
crowbar shovel
grappling hook torches (5)

 

Extra Attack

5th-level Dungeoneer feature

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. Moreover, you can take the Use An Object action in place of one of these attacks.

Arcane Improvisation

9th-level Dungeoneer feature

Starting at 9th level, when you cast a Dungeoneer Spell that has a material component, you can cast the spell without providing the material component. Once you use this feature you must finish a long rest before you can do so again.

In addition, your improvised weapons and Dungeoncraft objects are considered magic for the purpose of overcoming resistances and immunities.

Master Dungeoneer

15th-level Dungeoneer feature

You have become a master Dungeoneer. Whenever you take the Use an Object action you can instead use any ability of a magic item that takes an action to activate.

In addition, you can cast the passwall and wall of stonespells as rituals. When cast in this way their casting time becomes 1 hour, they don't consume spell slots, and the structure is permanent.

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