Artificer 5 Subclasses

by MalElemental

Search GM Binder Visit User Profile

Expanded Artficer Subclasses

The Trapper

“Nothing quite like wearing your best day’s work.”

Trappers are hardy specialists – they are experts who hunt the wilds through intellect and cunning rather than physical prowess. A Trapper thrives in the rough wilderness: they pursue the most dangerous beasts and monsters simply by picking their location and lying in wait. They hunt with patience; they employ a variety of traps designed to lure and snare, or cripple and kill. No path in the forest is safe when the Trapper roams.

They are artificers who wear their craft. Trappers hunt beasts primarily for their pelts – they kill and skin their prey to fashion garments of furs and leather, which they can imbue with magical properties. Expert Trappers are always on the hunt for pelts from rare and magical beasts.

Tools of the Trade

3rd level Trapper feature

You gain proficiency with martial ranged weapons. You also gain proficiency with leatherworker’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Trapper Spells

3rd level Trapper feature

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

Artificer Level Spell
3rd Ensnaring Strike, Entangle
5th Pass without Trace, Locate Animals or Plants
9th Meld into Stone, Plant Growth
13th Locate Creature, Grasping Vine
17th Commune with Nature, Conjure Volley

Hunting Pursuits

3rd level Trapper feature

You have experienced the harshness of the wilds. You gain proficiency in the Survivalist skill if you don't already have it.

You also learn how to craft garments or trophies from the pelts of your hunts. When you possess a freshly killed carcass of a creature, then during a long rest you can use your leatherworker’s tools to craft suitable items from its pelt. At the end of the long rest, you can create an item such as a fur cloak, a set of leather gloves, a decorated hat, etc.

These items can be fashioned into whatever style you chose, and either worn or sold to merchants. Items crafted from pelts in this manner are non-magical, but they can be imbued with one of your infusions.

Art Credit: Wizards of the Coast, from The Complete Scoundrel

Regarding the quality of crafted pelts

Unless otherwise stated, crafted garments have no function except as standard clothes. Some animals with magical and unique properties do exist, but it is left to the DM’s discretion as to whether items made from their pelts retain any special properties. Pelts from some creatures might not be workable at all, or they may require a different method of crafting.

As a variant rule, the quality of a crafted garment may also vary. While crafting, the player can roll a d20 plus their proficiency bonus to determine the quality of their workmanship. The below table is offered as a template only:

Result Outcome Retail Value
Less than 6 Failure. For whatever reason, the pelt cannot be crafted into anything wearable and had to be discarded. 0
7 – 11 Poor quality. The pelt shows signs of major damage and the stitching is messy, producing a shoddy-looking garment. Maybe cheap peddlers would be willing to flog it. 4 silver pieces per creature's CR.
12 – 15 Average quality. The pelt shows some minor damage and the styling is rather plain, but it is wearable. Most merchants would be willing to buy it. 8 silver pieces per creature's CR.
16 – 19 Good quality. The pelt is pristine, and the workmanship is solid. Respectable shopkeepers would pay good money for garment of this quality. 16 silver pieces per creature's CR.
20 or over Perfect quality. The pelt is one-of-a-kind, the style is unique, and the quality is that of true master. An upmarket, stylish boutique would offer a high-price for this work of fashion. 32 silver pieces per creature's CR.

Magical Traps

3rd level Trapper feature

You have two passions; arcana and hunting, and you’ve learnt to combine both. As an action, you can set a Magical Trap on any stationary surface that you can see within 30 feet of you.

These traps appear on the ground as translucent runes of magic, each one occupying a 5-foot circle. You can choose the trap’s activation conditions: you can either trigger a single trap manually as a free action on your turn, or you can set them to trigger automatically when specific conditions are met (such as when a creature moves into proximity of the trap).

When placed and inert, a Magical Trap is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

Art Credit: Alex Sabo, Forest Snare from the Lord of the Rings: the Card Game, Fantasy Flight Games

Your Magical Trap can be any of the following types:

  • Lure Trap. You set an illusionary lure to attract a specific creature. This lure materialises over the trap as some attractive item visible only to the target creature – perhaps as a slab of juicy meat, a bag of gold, or simply a hypnotising pattern. If the target looks upon the lure, then it must make a Wisdom saving throw against your spell save DC. On a failure, the target becomes Charmed by the lure.
    When Charmed, the target will approach the lure and use its action to try to interact with the illusion, ignoring all else. Each time it fails to touch with the illusion, it must repeat the Wisdom saving throw before it can realise that the lure is fake. If it falls repeatedly, it remains Charmed and continues using its turn trying to touch up the lure. If the target is attacked, or if another creature intervenes to bring the target to its senses, then the Charm ends immediately and the Lure Trap disappears.

  • Snare Trap. You ready a trap of magical wires to restrain a single target. When triggered, a single creature must make Strength or Dexterity saving throw against your spell save DC. The target chooses which ability to use. On a failure, the target is knocked prone and becomes immobilised as if being grappled. At the end of each of its turns, the target can repeat the saving throw to try to escape.
    Tiny creatures will automatically fall the saving throw, but any targets sized Huge or larger will automatically succeed.

  • Spike Trap. You place a trap of magical spikes. When triggered, all creatures within range must make a Dexterity saving throw against your spell save DC. A target takes 2d8 piercing damage on a failed save, or half as much damage on a successful one. In addition, a target that falls its saving throw will stop moving and have its speed is reduced by half by until the end of its next turn.

  • Smoke trap. You prepare a trap which releases a cloud of searing smoke. When triggered, all creatures within range must make a Constitution saving throw against your spell save DC. On a failure, the targets will become blinded for one minute. At the end of each of its turns, the target can repeat the Constitution saving throw and on a success its sight is restored. In addition, for the next round of combat the area surrounding the smoke trap is heavily obscured.

The maximum number of Magical Traps you can have set at any one time is equal to your Intelligence modifier (minimum of one). You can set multiple traps on top of each on the same space, but the effects of traps of the same type do not stack.

You can set a number of Magical Traps equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. You can also set additional Magical Traps by expending a spell slot of 1st level or higher for each one.

Alternatively, you can set a trap manually by spending 1 uninterrupted minute crouched over the trap location, as if performing a ritual. Setting a Magical Trap in this manner does not expend a usage.

Set and Move

5th level Trapper feature

Whenever you set a Magical Trap as an action during your turn, you may take the Disengage, Dash, Hide or Attack action as a bonus action.

Skins of the Hunt

9th level Trapper feature

Your bond to nature allows you imbue pelts with magical energy. You channel the spirit of animals you have hunted into a unique type infusions. You learn three special infusions, selected from the list below:

  • Spirit of Bear's Endurance. The infused item has 3 charges. As a bonus action, the wearer can spend 1 charge to grant themselves advantage on Constitution checks for 1 minute. As a bonus action, the wearer can spend 2 charges to gain 2d8 temporary hit points.

  • Spirit of Bull's Strength. The infused item has 3 charges. As a bonus action, the wearer can spend 1 charge to grant themselves advantage on Strength checks for 1 minute. As a bonus action, the wearer can spend 2 charges to gain immunity towards being knocked prone for 1 minute.

  • Spirit of Cat's Grace. The infused item has 3 charges. As a bonus action, the wearer can spend 1 charge to grant themselves advantage on Dexterity checks for 1 minute. As a bonus action, the wearer can spend 2 charges to increase their movement speed by 10 feet for 1 minute.

  • Spirit of Eagle's Splendour. The infused item has 3 charges. As a bonus action, the wearer can spend 1 charge to grant themselves advantage on Charisma Checks for one minute. As a bonus action, the wearer can spend 2 charges to gain immunity against being charmed or frightened for 1 minute.

  • Spirit of Fox's Cunning. The infused item has 3 charges. As a bonus action, the wearer can spend 1 charge to grant themselves advantage on Intelligence checks for one minute. As a bonus action, the wearer can spend 2 charges to gain temporary proficiency in any single Wisdom or Intelligence skill for 1 minute.

  • Spirit of Owl's Wisdom. The infused item has 3 charges. As a bonus action, the wearer can spend 1 charge to grant themselves advantage on Wisdom checks for one minute. As a bonus action, the wearer can spend 2 charges to gain darkvision up to 120 feet for 1 minute.

These infusions do not count against the number of infusions known listed in the class feature tables. These infusions can only be applied to items that have been crafted from a pelt of a creature you have hunted. They do not require attunement. Unlike other infusions, the infusions listed above do not regain expended charges, and infusions must be reapplied to an item to regain charges.

The maximum number of items you can infuse at once increases by 2, but those extra items must be two of the special infusions listed above.

In addition, the presence of the beast's spirit reinforces you while hunting. While you are wearing an infused pelt, then once per round you can deal an extra 1d8 damage when you make a successful attack roll against a target caught in one of your traps.

Expert Trapper

15th level Trapper feature

You refuse to allow your prey slip away, and your expertise allows you to adjust your approach in a split second. When you see a creature within 30 feet of you trigger one of your traps, then you can use your reaction to intervene and subtract your Intelligence modifier from its saving throw - potentially turning a success into a failure.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. If the target succeeds its saving roll regardless, then it does not expend a use for you.

In addition, your traps are improved:

  • The size of all your traps expand to a ten-foot circle.

  • Your Lure Trap can now attract up to three different creatures of the same type at once.

  • Your Snare Trap can now immobilise Huge creatures, or any two Medium or smaller creatures at once.

  • Your Spike Trap now deals a base damage of 3d8.

  • Your Smoke Trap now inflicts both blind and deafen.

Moonshiner

“You can’t be hungover if you never stop drinking.”

Moonshiners. They make liquor.

Or rather, they make very strong liquor, and they make it very quickly. Unlike common brewers, moonshine is a risky business. Moonshiners travel fast, drink hard, and occasionally their distilleries explode behind them. They are artificers who fly by the seat of the pants - often so buzzed that their feet leave the ground. They apply their intellect towards manufacturing hard liquor which will surely destroy someone else's.

And the liquor they produce is magically reinforced. They distill liquor that can knock a troll off its feet. No one ever knows what a Moonshiner will come up with next, least of all themselves.

Tool Proficiency

3rd level Moonshiner feature

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

Moonshiner Spells

3rd level Moonshiner feature

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

Artificer Level Spell
3rd Sleep, Tasha’s Caustic Brew
5th Blindness/Deafness, Gift of Gab
9th Stinking Cloud, Calm Emotions
13th Hallucinatory Terrain, Vitriolic Sphere
17th Contagion, Modify Memory

Professional Drunkard

3rd level Moonshiner feature

You have advantage on Constitution saving throws to resist the effects of alcohol or similar mentally-impairing substances.

Enchanted Distillery

3rd level Moonshiner feature

Whenever you finish a long rest, you can magically produce two Enchanted Liquors in an empty flask you touch. Roll on the Enchanted Liquor table below to determine the type and effects of the liquor. As an action, a creature can either drink a liquor themselves or administer it to an incapacitated creature, or they can throw the flask at an enemy within 30 foot.

The liquor is very potent: consuming the liquor carefully will provide the positive effect, while throwing the flask at a creature will inflict the negative effect upon them.

d6 Enchanted Liquor Effect
1 Dwarven Heavy Stout The fumes alone pack a punch, but it’s quite bracing. Positive effect: The creature gains 2d8 temporary hit points for the next hour. Negative effect: The creature must make a Strength saving throw against your spell save DC. On failure, they take 1d8 poison damage, are knocked prone and their movement speed is reduced by half for 1 minute. On success, they take only half damage.
2 Dragonborn Fireshot This is a dragonborn recipe, and they really don’t mess around. Positive effect: For the next hour, a creature gains the ability to breathe fire. As a bonus action, you can exhale fire and all targets in a ten-foot cone in front of you must make a Dexterity saving throw against your spell save DC. On failure, targets take 1d8 fire damage, and half as much on success. Negative effect: It explodes. A creature must make a Dexterity saving throw against your spell save DC. On failure, they take 2d8 fire damage, and half as much on success.
3 Bufo Poison Poppy It’s a risky ale, but the flavour is intense. Positive effect: For the next hour, whenever a creature makes a saving throw, they can roll a d4 and add the number rolled to the saving throw. Negative effect: The creature must make a Constitution saving throw against your spell save DC. On failure, they take 1d8 poison damage and are blinded for 1 minute. On success, they take only half damage.
4 Agarita Sunrise Smooth. Positive effect: The creature gains advantage on Charisma checks and immunity towards being frightened for the next hour. Negative effect: The creature must make a Charisma saving throw against your spell save DC. On failure, then for 1 minute whenever the target makes an attack roll or a saving throw, they must roll a d4 and subtract the number rolled from the attack roll or saving throw.
5 Midnight Quickness This liquor puts lightning in your step, a favourite among those running from the law. Positive effect: For the next hour, a creature can take the take the Dash or Disengage action as a bonus action on each of their turns. Negative effect: A creature must make a Wisdom saving throw against your spell save DC. On failure, they hallucinate that something terrible is standing before them and they become frightened for 1 minute.
6 Choose any of the above

Drinking successive liquors carries risk. If you drink an Enchanted Liquor while you are still under the effects of a previous liquor, then roll a dice. On an even result, you gain the positive effect as normal. On an odd result, the negative effect applies to you.

Creating an Enchanted Liquor requires you to have brewer’s supplies on your person, and any liquor you create with this feature lasts until it is drunk or until the end of your next long rest.

When you reach certain levels in this class, you can make more liquors at the end of a long rest: three at 6th level, four at 10th level, and five at 15th level. Roll for each liquor’s effect separately. Each liquor requires its own flask.

Drunken Prodigy

5th level Moonshiner feature

You do your best work when you’re buzzing. When you are under the effects of an Enchanted Liquor and you cast a spell, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.

All Happy Customers

9th level Moonshiner feature

You tend to crowds, and many of them grow rowdy. You learn how to improve the potency of your liquors to better subdue the masses. Whenever you throw an Enchanted Liquor, all creatures within a 10 foot area of impact make saving throws against the negative effects.

Also, whenever you throw an Enchanted Liquor at a target, you may use your bonus action to cast Sleep at 2nd level at the same target, without expending a spell slot. All creatures that make a saving throw against the effects of Enchanted Liquor are then caught in the range of the Sleep spell immediately afterwards. You can choose to do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

In addition, you can now consume a second Enchanted Liquor to receive the positive effects of a different liquor, without risking a negative condition upon yourself.

Extreme Concentrate

15th level Moonshiner feature

You’re not entirely sure how it happened, but by mixing in rare magical ingredient you have learnt how to produce four highly-concentrated Enchanted Liquors.

Concentrated Enchanted Liquor Effect
Gnomish Hard Coffee This one might be a bit too strong. It’s not suitable for living creatures. When this liquor is poured into the mouth of a corpse, then it has the same effect as casting the spell Raise Dead. If the corpse is unable to be resurrected (e.g. if it is older than 10 days or its soul is unwilling) then liquor has the effect as casting the spell Animate Dead instead.
Concentrated Communion Wine A preacher once swore that this ale lets them talk to the gods. When drunk willingly, a creature enters a heavy trance for 10 minutes. During this time, they have visions of encountering a deity or herald of a random religion (DM’s choice), of which they can ask a single question. This has the same effect as casting the spell Divination.
Illithid’s Memory Aid This liquor blurs the mind, and tends to makes people highly suggestible. When drunk, a creature must make a Wisdom saving throw, and it does so at disadvantage if it is restrained or grappled. This has the same effect as casting the spell Modify Memory.
Titan’s Grog So-called because it will make you feel like a titan. When drunk, a creature can choose two of the following damage types: acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder. For the next 8 hours, they gain resistance to those damage types.

You can choose to produce two of these concentrated Enchanted at the end of a long rest. You cannot produce any more by expending spell slots. They do not count against the number of regular Enchanted Liquors you can produce.

Art Credit: Annike Andrews, Moonshiner

Toymaker

“But-but this is not just an ordinary doll, Your Excellency.”

Toymakers are a unique breed of artificer. A Toymaker finds joy in novelty, they channel their creativity into imagination and whimsy. They pour their hearts out into their passion, manifested as innocent, little toys. Nothing is more fulfilling to a Toymaker than watching the playthings they've created put to good use.

But unlike mundane craftsmen, an artificers who follows the path of a Toymaker learns to weave magic into their work. They breathe magic to wood and animate their dolls. With care and patience, a Toymaker can craft walking and talking dolls of all shapes and sizes - some being so uncanny that a person might swear they were actually alive. These wondrous toys can be beacons of joys capable of drawing laughs from happy children - or they might be horrifying figurines that incite screams of terror from their enemies.

Toymakers may seem like strange adventurers, but they bring a wide assortment of utility. They can craft many different toys for many different purposes.

Tool Proficiency

3rd level Toymaker feature

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

Toymaker Spells

3rd level Toymaker feature

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

Artificer Level Spell
3rd Unseen Servant, Silent Image
5th Knock, Enlarge/Reduce
9th Major Image, Slow
13th Polymorph, Fabricate
17th Telekinesis, Animate Object

Art Credit: Ryan Valle, Dwarf Craftsman from the Lord of the Rings: the Card Game, Fantasy Flight Games

Imbued Toys

3rd level Toymaker feature

You imbue your toys with special magic to give them life. You learn 2 new infusions: the Toy Soldier and the Mini Princess.

These infusions do not count against the number of infusions known listed in the class feature tables. You can place these these infusions into a doll to create an Imbued Toy. See their game statistics in the Toy Soldier and Mini Princess stat blocks.

You can apply these infusions by carving an inanimate doll and imbuing it with magical power, which then transforms the doll into a construct capable of moving and acting on its own. An Imbued Toy is friendly to you and your companions and obeys your commands.

If an Imbued Toy is destroyed, you can create a new doll and imbue it with the same infusion. It requires 20 minutes of effort using your woodcarver’s tools to carve a new doll, which can be done over the course of a long rest. The toys regain 2d6 hit points if the Mending spell are cast on them.

In combat, an Imbued Toy shares your initiative count, but they take their turn immediately after yours. They can move and use their reaction on their own, but the only action a toy can take on its turn is the Dodge action - unless you use a bonus action on you turn to command it to take a different action. That action can be one in its stat block or some other. When no commands are given, a toy’s default behaviour is to stay close to its creator and wait for instructions.

Some Imbued Toys can be set into a special operating mode: if you pick up the toy and use a special command, you can set the toy to perform a pre-programmed task autonomously. When in that mode, the toy will roll its own initiative and will act independently of your instructions, but they will only follow the behaviour described in their stat block, nothing more or less. A toy will remain in that special mode until you use a bonus action to instruct it to return to its default behaviour.

You may choose these toy infusions multiple times; each time you do so, you can create a new toy by imbuing a new infusion into a doll. You can have multiple Imbued Toys of the same type, but each one requires its own infusion. The maximum number of Imbued Toys you can have at any time is equal to your Intelligence modifier (minimum of one).

In addition, the maximum number of items you can infuse at once increases by 1, but this extra infusion must be used to create an Imbued Toy.

Art Credit: Fabricio Moraes, Steampunk Pinocchio


Toy Soldier

Tiny construct


  • Armor Class 12 + your proficiency bonus
  • Hit Points 15 + your artificer level
  • Speed 25 ft.

STR DEX CON INT WIS CHA
10 (0) 14 (+2) 10 (+1) 6 (-2) 6 (-2) 8 (-1)

  • Saving Throws Con +1 plus PB
  • Skills Athletics plus PB x 2, Acrobatics +2 plus PB
  • Damage Immunities poison
  • Condition Immunities frightened, charmed, exhaustion, poisoned
  • Senses darkvision 30 ft., passive Perception 8
  • Languages understands the languages you speak, speaks only in pre-programmed phrases
  • ChallengeProficiency Bonus equals your bonus

Patrol Mode. As an action, you command the Toy Soldier to guard a certain area. In Patrol Mode, the Toy Soldier will either stand to attention on the spot, or it will patrol a set path on repeat. You demonstrate the path the toy follows. During this mode, the Toy Soldier will roll for its own initiative, and on its turns it will either do nothing, or will automatically attack any creature it does not recognise that comes within 20 feet of its patrol route. The Toy Soldier can be recalled from Patrol Mode with a verbal command.

Dutiful Persistence. If damage reduces the Toy Soldier to 0 hit points, it can make a Constitution saving throw with a DC of 5 + the damage taken. On a success, the Toy Soldier drops to 1 hit point.


Actions

Popgun. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB bludgeoning damage.

Bayonet. Melee Weapon Attack: your spell attack modifier to hit, reach touch, one target. Hit: 1d6 + PB piercing damage.

Solder's Heart (2/Day). The Toy Soldier is imbued with magic which bolsters its allies. A friendly creature touching the Toy Soldier becomes immune to being frightened or charmed, and gains advantage on Wisdom and Charisma saving throws. This effect last for either a duration of 10 minutes, or until the Toy Soldier moves away.


Reactions

Play Protector. When you engage in melee combat, the Toy Soldier can use its reaction to move half its movement and engage your enemy. When the Toy Soldier enters melee range, it will not attack unless commanded, but it can make opportunity attacks freely.


Mini Princess

Tiny construct


  • Armor Class 10 + your proficiency bonus
  • Hit Points 10 + your artificer level
  • Speed 15 ft.

STR DEX CON INT WIS CHA
6 (-2) 8 (-1) 8 (-1) 6 (-2) 14 (+2) 12 (+1)

  • Saving Throws Wis +1 plus PB
  • Skills Medicine +2 plus PB x 2, Persuasion +1 plus PB
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 30 ft., passive Perception 12
  • Languages understands the languages you speak, speaks only in pre-programmed phrases
  • ChallengeProficiency Bonus equals your bonus

Hug Mode. As an action, you command the Mini Princess to search for creatures to hug. In Hug Mode, you point the Mini Princess in a certain direction, and the Mini Princess will move aimlessly in that direction to the best of its ability. During this mode, the Mini Princess will roll for its own initiative, and on its turns it will automatically approach and attempt to hug the first creature it comes across. It will use its Warm Embrace action indiscriminately on creatures it encounters, and attend to any medical needs it sees. If it encounters a creature that does not hug it back, then the Mini Princess will move on in search of another creature to hug.

Glitter Explosion. If the Mini Princess is reduced to 0 hit points, then it explodes in a shower of magical glitter. Each object in a 20-foot cube of its location within range is outlined in blue, green, and violet glitter. Any creature in the area also outlined in glitter if it fails a Dexterity saving throw against your spell save DC. For a 1 minute duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.


Actions

Fist. Melee Attack: your spell attack modifier to hit, reach touch, one target. Hit: 1 + PB piercing damage.

Warm Embrace. The Mini Princess swells with positive energy and shares it with an ally. A friendly creature touching the Mini Princess receives a number of temporary hit points equal to 1d6 + your Intelligence modifier (minimum of +1).


Princess Playtime (2/Day). The Mini Princess hugs and attempts to Charm a humanoid. The target must make a Wisdom saving throw against your spell save DC, and does so with advantage if it is in combat. If it fails the saving throw, then is Charmed by the Mini Princess for either a duration of 20 minutes, until the Mini Princess leaves, or until anything harmful happens to it. When Charmed, the creature regards the Mini Princess as adorable and abandons everything else to play with the toy. When the effect ends, the creature realises that it has been Charmed.

Self-Destruct. The Mini Princess reduces itself to 0 hit points and explodes, as per its Glitter Explosion feature..


Reactions

Play Nurse. When the Mini Princess sees an ally fall unconscious, it can use its reaction to shout for aid and immediately move half its movement towards that ally. Unless directed otherwise, the Mini Princess will use its next turn to administer first aid and automatically stabilise that ally.

Art Credit: Dulfy.net, Mini Princess Doll from Guild Wars 2

Toy Commander

5th level Toymaker feature

Toys are your craft, and you are good at playing with them. When you use a bonus action to command a Imbued Toy to make an action, you can also command a second Imbued Toy to make an action.

(Note that for the purposes of this feature, a Homunculus Servant is also considered an Imbued Toy.)

Advanced Devices

9th level Toymaker feature

Your toys stand at the cutting edge of magical technology. After experimenting, you develop a new breed of more complex, intelligent toys. You learn 2 new infusions: the Flying Drone and the Gizmo.

These infusions do not count against the number of infusions known listed in the class feature tables. You can place these these infusions into a doll to create an Imbued Toy. See their game statistics in the Toy Soldier and Mini Princess stat blocks. The same rules as previously apply.

In addition, the maximum number of items you can infuse at once increases by 1, but this extra infusion must be used to create an Imbued Toy.

Art Credit: Olegator, Steampunk Drone


Flying Drone

Tiny construct


  • Armor Class 10 + your proficiency bonus
  • Hit Points 15 + your artificer level
  • Speed fly 40 ft. (hover)

STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 8 (-1) 10 (0) 10 (0) 4 (-3)

  • Saving Throws Dex +3 plus PB
  • Skills Stealth +3 plus PB, Perception plus PB x 2
  • Damage Immunities poison
  • Condition Immunities frightened, charmed, exhaustion, poisoned
  • Senses darkvision 120 ft., passive Perception 10 plus PB x 2
  • Languages understands the languages you speak
  • ChallengeProficiency Bonus equals your bonus

Remote Communication. The Flying Drone can communicate back to you through magic, as if using the Message cantrip. It will continually tell you of its location and status. The Flying Drone can also act as a transmitter and repeat your words out loud in a shrill voice.

Sentry Mode. As an action, you command the Flying Drone to patrol an area. In Sentry Mode, the Flying Drone will patrol over a designated area, reporting back at regular intervals. During this mode, the Flying Drone will roll for its own initiative, and if it encounters intruders it will shine its spotlight of them, make a loud high-pitched noise. The only action it will use is its Dazzle action on intruders until they exit the area.. The Flying Drone can be recalled from Sentry Mode with a verbal command.


Actions

Dazzle. The Flying Drone focuses on a target within 30 foot and repeatedly flashes its spotlight to daze and disorientate. The target must pass a Wisdom saving throw against your spell save DC, and on failure the target has disadvantage on ranged attack rolls and Perception checks for the next round of combat. Creatures with blindsight are immune.

Smoke Screen (2/Day). The Flying Drone unleashes a 10-foot-wide wall of fog that can be up to 40 foot long. The fog spreads around corners, and its area is heavily obscured. It lasts for 1 minute, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Mini Bomb. Ranged Weapon Attack: your spell attack modifier to hit, reach 30 ft., one target directly underneath the drone. Hit: 1d8 + PB force damage.


Gizmo

Tiny construct


  • Armor Class 8 + your proficiency bonus
  • Hit Points 5 + your artificer level
  • Speed 10 ft. (roll)

STR DEX CON INT WIS CHA
2 (-4) 2 (-4) 6 (-2) 16 (+3) 10 (+0) 10 (0)

  • Saving Throws Int +3 plus PB
  • Skills Investigation +3 plus PB x 2, History +3 plus PB
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses blindsight 20 ft., passive Perception 10
  • Languages understands the languages you speak, can reply to questions
  • ChallengeProficiency Bonus equals your bonus

Memory Bank. The Gizmo absorbs and records information, forming a vast database of knowledge. When you consult with the Gizmo, you receive advantage on all Intelligence (Arcana, History, Investigation, Nature and Religion) ability checks.

Proximity Radar. The Gizmo can act as a sensor even in magical darkness. When held, the Gizmo can shares its blindsight with a single person.

Search Mode. As an action, you command the Gizmo to investigate. In Search Mode, the Gizmo will roll around a defined area no larger than 30 ft. square for 10 minutes, inspecting every nook and cranny. The Gizmo will search for possible hidden passageways, analyse unidentified objects, or detect any footprints or traces. At the end of that period, the Gizmo rolls an Intelligence (Investigation) check using its own ability score and will make a detailed report of its discoveries.

Multifunctional. The Gizmo can offer a wide range of functionality:

  • Alarm. The Gizmo senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. When a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away.
  • Calculator. The Gizmo makes doing sums easy.
  • Timekeeper. The Gizmo keeps accurate time.
  • Weather Sensor. The Gizmo predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour.
  • Navigator. So long as it remains operational, the Gizmo will accurately track and map its location.
  • Voice Recorder. The Gizmo records all noises in the vicinity, for a duration of up to 1 hour long. Noises recorded can be replayed whenever.
  • Torch. The Gizmo illuminates a 20-foot radius.

Actions

Holographic Projection. As an action, the Gizmo can project a sound or an image of an object within a 10-foot range.

If the Gizmo creates a sound, its volume can range from a whisper to a scream; it can be any voice that the Gizmo has recorded, or any set of pre-programmed sounds such as a lion’s roar, a beating of drums, etc..

If the Gizmo creates an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. The Gizmo has no imagination of its own, so it can only project illusions of objects stored in its memory bank.

The illusion lasts for as long the Gizmo continual uses its action to maintain it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC.

Access not Allowed. Melee Attack: your spell attack modifier to hit, reach touch, one target. If someone other the Gizmo’s designated user touches it, the Gizmo defends itself with a jolt of electricity. Hit: 1d4 + PB lightning damage.

Life-Sized Models

15th level Toymaker feature

You can make toys for bigger kids too. You learn 2 new infusions: the Marionette Puppet and the Little Tank.

These infusions do not count against the number of infusions known listed in the class feature tables. You can place these these infusions into a doll to create an Imbued Toy. See their game statistics in Marionette Puppet and the Little Tank stat blocks.

You may only have one of these at any one time, and they require a long rest to construct or replace. Otherwise, the standard rules for Imbued Toys apply.

In addition, the maximum number of items you can infuse at once increases by 1, but this extra infusion must be used to create an Imbued Toy.

Art Credit: Weltenzahl, Dwarf style steam tank


Marionette Puppet

Medium construct or small construct (your choice)


  • Armor Class 10 + your proficiency bonus
  • Hit Points 10 + two times your artificer level
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (0) 10 (0) 10 (0) 10 (0) 10 (+0) 16 (+3)

  • Saving Throws Cha +3 plus PB
  • Skills Deception +3 plus PB x 2, Persuasion +3 plus PB, Performance +3 plus PB
  • Damage Immunities poison, psychic
  • Condition Immunities frightened, charmed, exhaustion, poisoned
  • Senses darkvision 30 ft., passive Perception 10
  • Languages can speak the languages you speak
  • ChallengeProficiency Bonus equals your bonus

Uncanny Duplicate. You choose a humanoid that you know, and once per day your Marionette Puppet can shift to take on that person’s likeness – as if under the effects of Disguise Self. If you can replicate the person’s voice, your puppet will also speak in their voice, but if not then the puppet will speak with your own voice. The puppet becomes a perfect likeness of the person you choose to duplicate. The puppet can hold weapons and wear armour, but has no proficiency. A creature can use its action to discern that it is a puppet by making either an Intelligence (Investigation) or a Wisdom (Insight) check against your spell save DC.

Mental Link. When the Marionette Puppet is within 200 feet, as an action, you can see through your puppet's eyes and hear what it hears until the start of your next turn, as well as moving the puppet's limbs as if they were your own. During this time, you are deaf and blind with regard to your own senses.

Imposter Mode. As an action, you command the Marionette Puppet to pose as a real person. In Imposter Mode, you do not need to command the puppet. The Marionette Puppet will hold a conversation by itself and attempt to blend in to whatever circumstance by mimicking whomever it sees. It will not engage in combat; it will only try to convince anyone present that it is not a puppet.

Actions

Puppet Arm Attack. Melee Weapon Attack: your spell attack modifier to hit, range 5 ft., one target you can see. Hit: 1d6 + PB bludgeoning damage.

Illusionary Prop(2/Day). You draw upon the illusionary magic powering the puppet. As an action, the puppet can cast either Invisibility or Mirror Image upon either itself or you, using your spellcasting ability. Casting these spells means diverting the magic that animates the puppet, causing the puppet to take 2d8 damage immediately after casting.


Little Tank

Medium construct


  • Armor Class 12 + your proficiency bonus
  • Hit Points 15 + two times your artificer level
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 16 (+3) 6 (-2) 6 (-2) 6 (-2)

  • Saving Throws Con +3 plus PB, Str +2 plus PB
  • Skills Athletics +2 plus PB x 2,
  • Damage Immunities poison
  • Condition Immunities prone, paralysed, stunned, frightened, charmed, exhaustion, poisoned
  • Senses darkvision 30 ft., passive Perception 8
  • Languages understands the languages you speak
  • ChallengeProficiency Bonus equals your bonus

Toy Vehicle. The Little Tank is considered a mount, though it ignores size restrictions and you cannot be unwillingly dismounted when riding it. It has only a single seat which can house a single Medium or smaller creature, and it can carry up to 400 lb. as cargo. The Little Tank obeys its driver’s directions, but even when it is unoccupied the Little Tank is capable of moving autonomously. When not occupied, the Little Tank will either wait for you or follow behind you.

Wheeled. The Little Tank cannot climb ladders or scale vertical surfaces. It has no limbs to interact with items. It suffers a 75% reduction in movement when travelling through through difficult terrain.

Protective Sides. The Little Tank is designed to protect. It provides three-quarter cover for its occupant. Ranged attacks that do not hit the driver may instead hit the Little Tank itself. The Little Tank will absorbs the entirety damage from area of effect spells instead of its occupant. If reduced to 0 hit points, the Little Tank disappears and its occupant is knocked prone and takes any remainder damage.

Charge. If the Little Tank moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 1d8 damage. If the target is a creature, it must succeed on a DC Strength saving throw against your spell save DC or be knocked prone.

Actions

Ram. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d8 + PB bludgeoning damage.

Dash. The Little Tank moves twice its movement speed.

Bombardier

“I’ve never met a problem I can’t blow up, and I’m not going to start now.”

Bombardiers are specialists trained for heavy warfare. Among militaristic nations, they often highly prized for their singular expertise. Bombardiers command artillery and siege weaponry; they are heavy weapon experts who practice the most destructive of crafts. They apply alchemical theory and projectile physics create a rain of munitions soaring overhead. Explosions are their trade, and in firepower bombardiers are second to none.

Bombardiers blow things up. That is their role, and they fulfill it with unnerving efficiency and absolute focus. They are artificers who are constantly striving to find new and improved means of exploding things.

On the battlefield, Bombardiers excel on the rear lines. They operate siege weapons and launch heavy munitions to decimate enemy strongholds. However, such munitions require care and preparation, and Bombardiers rely on allies to hold the front line for them. If a Bombardier has time to set up position then that spells bad news for anyone on the other side.

Sometimes, Bombardiers move away from the military, but they use bring the exact same mindset to adventuring work: blow up the other guy first.

Tool Proficiency

3rd level Bombardier feature

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

Bombardier Spells

3rd level Bombardier feature

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

Artificer Level Spell
3rd Catapult, Thunderwave
5th Pyrotechnics, Heat Metal
9th Lightning Bolt, Erupting Earth
13th Fire Shield, Storm Sphere
17th Immolation, Cloudkill

Siege Weapon Proficiency

3rd level Bombardier feature

You have learnt how to smoothly operate heavy siege weapons like cannons, catapults or ballista. When you are operating a heavy weapon that requires an action to load or aim, you are capable of performing one of those actions as a bonus action instead.

Arcane Munitions

3rd level Bombardier feature

You manufacture explosions. Whenever you finish a long rest, you can magically produce two Arcane Munitions using your tinker’s tools. Each munition is a Tiny object weighing 5 pounds. You can choose the type of Arcane Munitions as one of the following:

  • Fire bomb. When detonated, a fiery explosion blooms in all directions. Each creature in a 10-foot-radius sphere must make a Dexterity saving throw. A target takes 3d10 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

  • Shrapnel bomb. When detonated, shards of jagged shrapnel explode outwards. Each creature in a 20-foot-radius sphere must make a Dexterity saving throw. A target takes 2d10 piercing damage on a failed save, or half as much damage on a successful one. In addition, a target that falls its saving throw has its speed is reduced by 20 feet until the end of its next turn.

  • Concussive bomb. When detonated, a shockwave of pure force is unleashed. Each creature in a 5-foot-radius sphere must make a Constitution saving throw. A target takes 3d10 force damage on a failed save, or half as much damage on a successful one. Objects and structures automatically fall this saving throw and take double damage.

These Arcane Munitions are volatile and must be handled delicately. When first created, the munitions are placed into a safe and inert state, but they can be primed for detonation with a touch. You are the only person who can prime one of your Arcane Munitions.

Once primed, they become unstable. If a creature holding a primed Arcane Munition takes damage, then that creature must succeed in Dexterity saving throw against a DC of 12; on a success the munitions does not exploded, but on a failure the munitions will explode immediately.

It requires a bonus action to prime one of your Arcane Munitions, and an action to launch it at a target. When launched, each munition becomes a self-propelled projectile, with a range of 60 foot.

When you reach certain levels in this class, you can make more Arcane Munitions at the end of a long rest: three at 6th level, four at 10th level and five at 15th level. At the end of a short or long rest, you can also create additional Arcane Munitions by expending a spell slot of 1st level or higher for each one.

Any Arcane Munitions that you create must be either used or dismantled at the end of a 24-hour period, or else it will decay and explode.

Concentrated Fire

5th level Bombardier feature

You’ve learned that successive, directed bombardments are the for victory – you aim your explosions for maximum stunning power. You focus on a single target, and if that target takes damage from one of your Arcane Munitions, it suffers disadvantage on all saving throws for the next round of combat.

Rocket Launcher

9th level Bombardier feature

You are constantly striving to optimise your explosive power, and your practice pays off. You engineer a Rocket Launcher to fire your munitions with improved accuracy and power.

The Rocket Launcher is a ranged weapon that is only operable by you. It is considered a heavy, loading weapon, but its custom design allows you to hold it even as a Small creature. The Rocket Launcher can be handheld, or it can be a mortar you set up in position. The Rocket Launcher requires both hands to operate, and the only ammunition that it can fire are your Arcane Munitions. It requires a bonus action to load and prime the Rocket Launcher, and an action to aim and fire.

When firing Arcane Munitions using the Rocket Launcher, their projectile range increases to 300 foot, and all damage rolls increase by 2d10. Your Arcane Munitions also ignore half cover, and treat three-quarters cover as half cover.

Art Credit: Christer Sveen, Dwarven Bombardier

In addition, you can also use your Rocket Launcher as an emergency flame thrower by expelling excess heat from the mechanism. When no ammunition is loaded, as an action you can make the Rocket Launcher exhale fire in an adjacent 15-foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

Advanced Explosives

15th level Bombardier feature

You develop two novel types of Arcane Munition:

  • Elemental bomb. When detonated, an explosion of raw elemental power expands outwards. You can choose the damage type as either fire, lightning or cold when you prime the munition. Each creature in a 20-foot-radius sphere must make a Dexterity saving throw. A target takes 5d10 damage on a failed save, or half as much damage on a successful one.

  • Poison gas bomb. When detonated, the bombs spread a 30-foot-radius sphere of poisonous, yellow-green fog. The fog spreads around corners and its area is heavily obscured. The fog lasts for 1 minute or until a strong wind disperses it. When a creature enters the area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 1d10 poison damage on a failed save, or half as much damage on a successful one. Multiple poison gas bombs detonating in the same area do not stack increased damage. Creatures are affected even if they hold their breath or don’t need to breathe.

These new munitions can be either launched manually or fired through your Rocket Launcher. If fired through your Rocket Launcher, the munitions receive the same benefits as listed above.

Siegemaster

“Come and get me if you think your army’s large enough.”

Siegemasters form the backbone of coordinated warfare. A Siegemaster understands the fundamental truth of battle; that position means everything, and that one soldier behind a wall is worth ten outside.

A Siegemaster is a disciple of military doctrine, command and strategy. They are strategists and generals as well as inventors. A Siegemaster will design forts to break armies, build towers to rain destruction upon the enemy, or manufacture battlefields to leads their troops to victory. They are professionals with a focus on wide-scale battle, whose roll is to secure their objective at all costs.

A good Siegemaster builds the battlefield around his allies. They stand in the mid-ranks - they are not supreme damage dealers or heroic fighters, but instead they operate as tacticians who greatly enhance a force's overall effectiveness.

Siegemasters are most commonly found filling prominent ranks in organised militaries, but occasionally one may move away from the enlisted life. Even as adventurers, a Siegemaster brings a soldier's discipline and unflinching focus to any task that stands before them.

Tool Proficiency

3rd level Siegemaster feature

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

Siegemaster Spells

3rd level Siegemaster feature

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

Artificer Level Spell
3rd Absorb Elements, Grease
5th Earthbind, Gust of Wind
9th Dispel Magic, Magic Circle
13th Mordenkainen's Private Sanctum, Resilient Sphere
17th Wall of Stone, Warding Wind

Constructioneer

3rd level Siegemaster feature

The time you must spend to construct large objects (such as walls, buildings or vehicles) using your carpenter's tools is halved. If you are assisting or directing others during construction then the completion time is also halved.

Fortify Position

3rd level Siegemaster feature

Battles are best fought when there are walls standing between you and your foe - and it’s your job to build those walls. A Siegemaster travels nowhere without bringing emergency fortification ready for quick deployment.

As an action, you can materialise a Fortified Barricade. The Fortified Barricade is made up of multiple 5-foot square segments linked together: with a stake-wall on one side to resist hostile creatures coming from that direction. The barricade can be either a single strip up to 30-foot long, or it can enclose an area of up to 10-foot square. You decide where and how the Fortified Barricade is placed, but you must place each segment in an unoccupied area within 30-foot of your location.

Each segment has an AC of 12 + your proficiency bonus. and a number of hit points equal to 10 + three times your artificer level. The barricade is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the Mending spell is cast on it, it regains 2d6 hit points. The barricade disappears if it is reduced to 0 hit points, or it disappears after 1 hour if it is abandoned by yourself. However, if you are present then you can maintain the barricade indefinitely at no cost.

To climb over the Fortified Barricade, a creature must make an Acrobatics check against your spell save DC, and they do so with disadvantage if there is one of your allies engaged in melee combat against them. An ally present on the defender’s side of the Fortified Barricade can also make an opportunity attack to repel any creature trying to climb over – allies up to 10 foot away can use their reaction to lean across the Fortifying Barricade and make an attack roll; if the attack is successful then the creature is repelled from climbing over. A creature that falls to cross will instead hit the barrier of spikes and barbed wire, and take 1d4 piercing damage.

Flying creatures may ignore the barricade entirely, while other creatures may be able to high jump over it. Allies that you allow can cross the barricade without difficulty, though it is considered difficult terrain.

While positioned on the defender’s side of the Fortified Barricade, your allies receive half cover against ranged attacks.

You can use this feature a number of times equal to half your proficiency bonus (rounded down), and you regain all expended uses when you finish a long rest.

Alternatively, you can also manually set up a Fortified Barricade, or expand the perimeter of a barricade previously established. To do so is slower; you must 10 uninterrupted minutes for each 5-foot segment, materialising each piece of fortification piece by piece. Building a Fortified Barricade slowly does not expend one of your usages.

Coordinated Defence

3rd level Siegemaster feature

You hold the wall, overseeing combat and fighting side by side with your allies. When you are in position on the defender’s side behind your Fortified Barricade, you receive the following the benefits:

  • You can use your bonus action to bolster a nearby ally within sight. If that ally makes an attack roll targeting a creature on the other side of the Fortified Barricade, then they receive advantage on their attack roll.
  • You can quickly protect fallen comrades. If an ally falls unconscious within 5 feet of your barricade, then you can use your action to immediately teleport them into cover behind your Fortified Barricade. That unconscious ally is then automatically stabilised.

  • When a creature you can see makes a ranged attack against a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.

Return Fire

5th level Siegemaster feature

Your barricades are more than mere barriers, they are conduits for your magic. You channel your spells through them to improve their potency.

When you are in position on the defender’s side of your Fortified Barricade and you cast an artificer spell when you cast an artificer spell, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.

In addition, you can choose to fire the spell out from your Fortified Barricade itself, rather out from your own location.

Secure Campsite

9th level Siegemaster feature

A Siegemaster never lets their party be caught unaware. Whenever you stop for a short or long rest, you can choose to establish either a Watchtower or a Perimeter at your camp's location.

The Watchtower is a magically elevated podium designed to strategically overlook the area. The Watchtower can be up to 15 foot tall, its base glows with a dim or bright light, and it can hold a single person on its podium. It has the same AC, stats and hit points as your Fortified Barricades. The Watchtower provides the following benefits:

  • At your command, the Watchtower can illuminate a 60 foot area in dim light, or focus a 10 foot spotlight of bright light on any target.

  • All allies within 30 foot of the Watchtower have advantage on initiative rolls and Wisdom (Perception) checks.

  • An ally who is positioned atop the Watchtower receives half cover, and has advantage on ranged attack rolls.

The Perimeter is a magical boundary which surrounds a designated location. The perimeter can cover an area of up to 40 square foot, and is undetectable except by magical means. The perimeter provides the following benefits:

  • You are alerted if any unwelcome creature crosses the Perimeter. You immediately know the number of, creature type and size of any intruders.

  • Invisible creatures that cross the Perimeter become highlighted in a magical glow.

  • All allies located within the Perimeter receive 2d6 temporary hit points on their first roll of combat (once per short rest).

Alternatively, you may spend a 1st level spell slot to create a watchtower or a perimeter outside of a long or short rest. To do so requires 10 minutes of concentration, as if performing a ritual. You may only have one watchtower or one perimeter at any time.

Unbroken Walls

15th level Siegemaster feature

Armies shatter against your fortifications, and you have mastered the art of resisting siege. Your Fortified Barricades now stand twice as tall, and when you set them as an action you can cover an area twice as large.

In addition, you’ve learned how to channel magic through your fortification, allowing you to create different magical effects from your barricade. For so long as your Fortified Barricades are intact, then as an action, you can choose to apply one of the environmental effects below:

  • Muddy Battlefield. The ground in front of your barricades transforms to magical mud designed to ensnare besiegers. A 20-foot-wide stretch of area encircling your Fortified Barricade on one side turns into difficult terrain for the duration. When the magical mud appears, each creature standing in its area must succeed on a Strength saving throw against your spell save DC or their speed becomes zero. A creature that enters the area or ends its turn there must also succeed on a Strength saving throw or their speed becomes zero. Allies you designate are unaffected by the mud and can move through the terrain as normal.

  • Cover of Darkness. The defender’s side of your Fortifying Barricade becomes enveloped in a cloud of magical darkness to cover your allies. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. Allies you designate are unaffected by the darkness and can see through it as normal.

  • Electric Walls. You imbue your Fortified Barricade with lightning, causing electric sparks to zap across your walls. Creatures that touch the barricade – either those attempting to climb across it or as those making melee attack rolls against it – take 1d6 lightning damage as they do so. The DC for the Acrobatics check to climb over the barricade increases by 5.

This chosen effect lasts for a duration of 1 minute, or until a segment of your Fortified Barricade is destroyed. You can use this feature once every short rest.

Credit:

Created using GM Binder.
All credit for the artwork goes to the original artists, not me. This work is entirely non-profit.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.