Artificer
Base Class: Artificer

The Slimologist is fascinated by the minuscule; of the silent and unending creep. Is it really alive? Regardless, Slimologists seek to discover the potential of this little-known or often ignored substance.

 

Tool Proficiency

At 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

 

Slimologist Spells

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

 

Sticky Slime

Starting at 3rd level, you’ve managed to grow your slime colony to the point that you can harvest some to begin to utilize its properties, beginning with its stickiness. As an action you can make a ranged spell attack at a creature you can see within 30 feet of you that is within 10 feet of the ground. On a hit, the creature becomes stuck to the ground at its current position, as described in “Sticky Tether.”

You are also able to aim your Sticky Slime to entrap a second creature. When you hit a creature with your Sticky Slime, you may choose to have the slime reach for another creature within 10 feet of the hit creature. The second creature must make a Dexterity saving throw against your Artificer spell save DC.

• On a failure, both creatures get stuck together instead of stuck to the ground, using the rules described in “Stuck Together”.
• On a success, the second creature escapes any effects and the first creature becomes stuck to the ground as described in “Sticky Tether” instead.

Sticky Tether                                                                                                                                                                                                                                                                                                                 A creature stuck to the ground is subject to the following:
•The creature can’t willingly move further away from its initial position where it became stuck unless it stays within 10ft of it or succeeds on an Athletics check against your Artificer spell DC this turn.

Stuck Together                                                                                                                                                                                                                                                                                          Creatures stuck together are subject to the following:
• If a creature stuck this way attempts to move more than 10 feet away from the other stuck creature, the creature attempting the movement makes a contested Athletics check against the other.
• A creature automatically fails this contest if its opponent is two or more size categories larger than it, and succeeds if it is two or more size categories larger than its opponent.
• On a success, the creature can move at half speed. The second creature is knocked prone and dragged along 10 feet behind them.
• On a failure the creature cannot move further away from the other stuck creature.
• The second stuck creature can use its reaction to move with the first creature and no contested check is initiated.

Stuck Together continued
The slime lasts for 1 minute or until it breaks. The slime breaks if a creature is able to move or is forced past the stretching ability of the slime, which is 30 ft, or if it is destroyed. The Slime has an AC of 13 + your proficiency bonus and hit points equal to your Artificer level + your Intelligence modifier. It is resistant to bludgeoning, piercing, and slashing damage, but vulnerable to fire damage.

At level 3 your Sticky Slime can hold creatures up to medium size. The size category increases when you reach certain artificer levels, increasing to Large creatures at level 9 and up to Huge at level 15.

You can use this feature a number of times equal to your Intelligence modifier, and you regain all uses after a long rest.
 

Creeping Colony

Starting at 5th level, your slime colony has adapted to take root on creatures they come into contact with. When you reach this level, choose from Acid, Cold, Necrotic, or Lightning. This becomes your slime colony’s type. Creatures that are stuck by your Sticky Slime take 1d4 + your Intelligence modifier damage of this type at the start of their turn. This damage increases to 2d4 + your Intelligence modifier at level 9.

The maximum stretch length of your slime increases by 20 ft. In addition, your colony has begun to spread to your body and equipment. While you have at least one use of Sticky Slime remaining you have advantage on ability checks and saving throws to resist or escape the grappled or restrained conditions.

 

Enervate

Starting at 9th level, you can trigger a threat response from portions of your slime colony by exposing them to certain reagents during certain physical stimuli. As a reaction when a creature you can see within 60 feet of you is freed from your Sticky Slime because the slime breaks or is destroyed, you can cause the residual slime to spread as much as possible before it disappears completely. The creature takes 2d6 damage determined by the type of your colony and must succeed on a Constitution saving throw against your Artificer spell save DC or have its movement speed halved until the end of its next turn.

 

One with the Slime

Starting at 15th level you can use your action to temporarily urge your slime colony to grow rapidly on yourself. This state lasts for one minute and ends early if you fall unconscious or drop to 0 hit points. While in this state you gain the following traits:
One with the Slime Continued
• You regain all spent uses of your Sticky Slime feature when you enter this state.
• When you are hit by a melee weapon attack you can use your reaction to attempt to grapple the attacker if they are within 5 ft of you and they are no more than one size larger than you. You can use your Intelligence modifier instead of your strength, and you apply your Artificer spell save DC against checks to escape. You do not require a free hand to attempt this grapple and a creature grappled in this way is restrained. You can only grapple one creature at a time using this feature.
• When you are hit by a weapon attack, each creature within 5 ft of you takes damage of your colony’s type equal to your Intelligence modifier.

Once you use this feature you must complete a long rest before you can use it again.

 

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