Artificer - Astronomer

by LamboCryBaby

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Astronomer

Astronomers are inventors who strive to explore the great unknown, space, and have a deep and insatiable wanderlust and wield the very nature of space at their finger tips.

Star Gazer

When you choose this archetype at 3rd level, you gain proficiency in Cartographer Tools and you learn the Dancing Lights cantrip whose light always appear as stars. Also you can never get lost while traveling at night as you use the stars to guide you. You may also use a telescope as a spellcasting focus.

Astronomer Spells

Artificer Level Spells
3rd Arms of Hadar, Magic Missile
5th Blindness/Deafness, Darkness
9th Blink, Slow
13th Evard’s Black Tentacles, Dimension Door
15th Dawn, Hold Monster

Nebula Device

Starting at 3rd level you have studied the stars and space and as a result you may now create a Nebula Device. The device is tiny in size and is a design of your choice. The Nebula Device is a dangerous tool that works with anti and dark matter. Using your Cartographer’s tools, as an action you may activate your Nebula Device to create a black hole in an unoccupied space within a 60 ft radius of you. It lasts for a minute or until you use a bonus action to dismiss it. The black hole is a dark black sphere that occupies a 5 ft space and can occupy a space a creature is currently in.

On each of your turns, you can take a bonus action to activate the black hole if you are within 60 feet of it. As part of the same bonus action, you may move the black hole up to 30 feet in any direction. When activated each creature within 20 feet of the black hole must make a Strength saving throw against your spell save DC, on a failure that creature is dragged 5 feet toward the black hole.

When a creature comes within 5 feet of the black hole for the first time on a turn or starts its turn there, it takes 2d6 force damage. When a creature attempts to move through a space your black hole is currently occupying you may use your reaction to halve their movement speed.

Once you have summoned your black hole, you can’t do so again until you finish a long rest or or expend a spell slot.

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Dense Strikes

Starting at 5th level, once per turn when you deal cold, radiant, or force damage, you may deal an additional 1d6 damage of that type to the spell's targets. A creature damaged this way can't move or travel using teleportation or by extradimensional or interplanar means until the beginning of your next turn.

Gravitational Pull

At 9th level, you have studied the stars and updated your Nebula Device:

  • A creature who fails their Strength saving throw against your black hole is now pulled 10 ft towards it.

  • As an action you can have your black hole open up and swallow a creature if it is occupying the same space as your black hole. The black hole vanishes attempting to consume the target and they must make a strength saving throw against your spell save DC and on a failure they enter the inky darkness of an empty black demi plane where they can not see or move. The effect lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). You may use this feature a number of times equal to your proficiency bonus and your regain all uses after a long rest.

Engulfing Cosmos

At 15th level your Nebula Device is a force to be reckoned. It can now do the following:

  • Once per short rest, as an action you can cause your black hole to open up into a 30 ft sphere occupying the space and it stays like this until the end of your next turn. The black hole can occupy a space a creature is currently in.

  • Also, once per long rest, as an action you may unleash the true dark nature of your Nebula Device. When you use your consume feature you may force a number of creatures equal to your intelligence modifier that are occupying the same space as your black hole to make a strength saving throw against your spell save DC or they also will be consumed by your black hole.

 

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