Artificer Specialist: Death Korps Engineer
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Death Korps Engineer Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Death Korp Engineer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Death Korps Engineer Spells
Artificer Level | Spell |
---|---|
3rd | earth tremor, thunderwave, |
5th | dust devil, Maximillian's earthen grasp |
9th | erupting earth, meld into stone |
13th | stone shape, stoneskin |
17th | destructive wave, passwall |
Engineer Training
At 3rd level, you are pulled from your infantry station and taught to be an engineer. You gain proficiency in martial weapons and vehicles (land) and learn the mold earth cantrip. Additionally, 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.
Korps-Issued Auger
At 3rd level, you are able to create an auger drill able to cut through earth and enemies for the great Death Korps of Krieg. Using smith’s tools, you can take an action to magically create a Large drill in an unoccupied space on a horizontal surface within 5 feet of you. This drill is capable of digging through earth and clay, but not through stone or metal.
Once you create a drill, you can’t do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one drill at a time and can’t create one while your drill is present.
It has an AC of 15 and hit points equal to six times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). You are able to mount it using either a bonus action or five feet of your movement (your choice). Only one creature can be mounted on your drill at a time. While mounted on a drill, you gain the following benefits.
• Your drill has a movement speed and burrowing speed of 40 feet. When burrowing, the path behind you is filled in by the surrounding earth and clay.
• Spells that you can cast on yourself target your drill as well.
• You have advantage on saving throws made to avoid falling off your drill. If you fall off your drill and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.
• As a bonus action, you can make a melee weapon attack with your drill. You are proficient with this attack and use your Intelligence modifier for attack and damage rolls, dealing 2d6 force damage.
If the mending spell is cast on the drill, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points. You can dismiss it early as an action.
Extra Attack
At 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
War Gear of Krieg
At 9th level, you are able to customize you and your drill with your unique selected war gear to make yourself useful to your squad. You gain an amount of charges equal to your Intelligence modifier per long rest. You can expend a charge and pick one of the following options. Any option that requires a creature to make a saving throw uses your artificer spell save DC.
Combat Shotgun. You can use your bonus action to force creatures within a 15 foot cone in a direction of your choice to make a Dexterity saving throw, taking 2d8 force damage and be pushed 10 feet back on a failed save, half as much on a success and is unaffected.
Improved Life Support. You can use your bonus action to gain an amount of temporary hit points equal to half your artificer level.
Mole Launcher. You can use your bonus action to fire your mole launcher to a point within 60 feet of you. The mole tunnels through any material in its path to get there. Each creature within 15 feet of that point must make a Dexterity saving throw, taking 2d6 fire damage on a failure or half as much on a success. This explosion also destroys all ground within its radius, and any ground on the edge of the explosion is difficult terrain.
Steel Cable. You can use your bonus action to fire off a cable against a creature within 20 feet of the drill. The target is forced to make a Dexterity saving throw, being restrained on a failed saving throw for an amount of rounds equal to your Intelligence modifier.
Additionally, you can use this cable to drag an inanimate object up to 30 feet behind you. Dragging something in this way does not limit your movement speed.
Survival Kit. When you are forced to make a Constitution saving throw you can use your reaction to gain advantage on the roll.
Hades Breaching Drill
At 15th level, you make your auger into the greatest piece of engineer gear in the entire Death Korps. Your drill gains the following benefits.
• You can supercharge your drill, allowing you to move through stone and metal for a minute. Once you use this feature, you can not use it again until you take a long rest.
• Any attack you make within 30 feet of the drill gains an additional 1d8 force damage.
• Your melee attack with your drill deals an additional 1d8 force damage.
• You can have one additional creature mount your drill.
• A creature that is mounted on your drill is considered under half cover.
Created by Hicks
Edited and helped by the wonderful people of the Discord of Many Things server.
Art by Celeng and Games Workshop