Artificer
Base Class: Artificer

The Skirmisher is an Artificer who specializes in using their inventions for infiltration and harassment. Their purpose is to harass the enemy by engaging them in only light or sporadic combat to delay their movement, disrupt their attack, or weaken their morale. 


 

Tool Proficiency

3rd-level Skirmisher feature

You gain proficiency with Cartographer's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Skirmisher Spells

3rd-level Skirmisher feature

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

Skirmisher Spells

Artificer Level Spell

3rd

Fog CloudShield

5th

Silence, Pass without Trace

9th

Glyph of WardingHaste

13th

Greater Invisibility, Arcane Eye

17th

Passwall, Telepathic bond

Skirmisher Tactics

3rd-level Skirmisher feature

  • You gain proficiency with martial weapons.
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls

Luster Bomb

3rd-level Skirmisher feature

You detonate a bomb of arcane luster centered on yourself.  The luster spreads in a 20 ft radius and sticks to any creature bearing the magic of your infusion.  Creatures affected are blend with the luster dust and receive the benefit of half cover.  The creature must stay in the area of the luster dust to benefit from the affect.  The affect ends once the creature is hit with a physical attack.    

You have charges equal to your Intelligence modifier (minimum one).  You regain all uses on a long rest.

Implement of Blinding Light

3rd-level Skirmisher feature

As a bonus action, you activate your Implement of Blinding Light in a 15-foot cone in a direction of your choosing.  Only creatures who can see you are affected.  Creatures behind cover or another creature who cannot see you will not be affected. 

The creature must succeed on a constitution saving throw against your spell casting ability or be blinded until the start of your next turn.

You have charges equal to your Intelligence modifier (minimum one).  You regain all charges when you finish a short rest.

Magic Weapon Training

5th-level Skirmisher feature

You have modified your melee weapon to cast damage dealing cantrips on attack.  As an action you make one melee weapon attack against the target and on hit, cast a damage dealing cantrip spell automatically. The cantrip automatically hits if the attack hits and misses if the attack misses. 

This ability does not grant an extra attack if the cantrip says to make an attack.

Magic Trap

9th-level Skirmisher feature

Your expertise in magic items has led to new ways of disrupting the enemy with traps. Traps occupy space no larger than 10 feet in diameter. You set the trigger type.  Because you are magically bound to the traps there is no range limit required for manual activation. The traps maybe magically or physically hidden.  All traps use your spell casting ability + your proficiency bonus. You may use this ability a number of times equal to your intelligence modifier. You regain all uses when you finish a short rest.


Trap of Concussive Blast: The target must make a constitution saving throw or be stunned for 1 round. The affect ends at the end of your next turn.

Trap of Displacement: The target must make a dexterity saving throw or be teleported to your location.  This has a range limit of 500 ft when its placed out of combat.

Trap of Body Binding:  The target becomes a node of negative magnetic energy and energy lashes out at any creature in a 10 ft radius of the target to positively charge them.  All creatures must make a strength saving throw against your spell casting ability or are pulled to the target creature and restrained until the end of your next turn.  Creatures may attempt to break free on their turn consuming their action.  You may concentrate on this spell to maintain its affect.

Detonator: Does 1 shock damage

Trap Launcher

9th-level Skirmisher feature

You infuse your gauntlets to deploy traps at range in combat.   As a bonus  action you may deploy a trap at a target within 30 feet.

This infusion requires attunement.

Consume magic item

15th-level Skirmisher feature

Your expertise in magic items allows you to cannibalize the magic of items to restore magic potential in an ally.  You consume a magic item to recover a spell slot for an ally you are touching.  The item must be of rare quality or better, may not be ammunition.  The item is destroyed on use.  Recovering a spell slot for an ally uses a spell slot for the artificer.  The spell level restored is double that of the artificer spell slot used. 

Additionally, you may choose consume the item and cast Revivify without consuming a spell slot or material components.    

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