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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