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Bombardier and Sabatuer Artificers
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<blockquote data-quote="Cap'n Kobold" data-source="post: 8352146" data-attributes="member: 6802951"><p>I put together an Artificer class in the "Giving the Arcane gish an identity thread that covered a lot of these bases. I'll try to dig it out and paste it to this thread.</p><p></p><p></p><p>I think such a class would have two primary mechanics: Countermagic and Traps.</p><p></p><p>Countermagic - They should get an ability that replicates Dispel magic or Counterspell as a class ability before they would normally get the ability to cast 3rd level spells. (5th level ability perhaps.)</p><p>At higher levels they can use that ability to shut down a magic item for a few rounds. Successfully doing so, or using the ability to dispel or counterspell successfully allows a damaging backlash centred on the item, spell, or caster.</p><p></p><p>Traps. - Trap types and Activation mechanics</p><p>Trap types - Possibly chosen like infusions. Range from dealing damage and restraining (Bear trap style) to elemental area explosions.</p><p>These will be the Saboteur's main source of regular damage so probably scale like cantrips.</p><p></p><p>Activation Mechanics. - </p><p>Can be thrown to a square within 30ft, is visible, will activate if a creature moves over it. (Or maybe proximity if an AoE trap)</p><p>The Saboteur can detonate any trap they have laid as a bonus action. (So they can toss a trap and detonate it on the same round if they have to.)</p><p>If a creature moves into a square within 10ft of the saboteur, the saboteur can, as a reaction lay a trap that the creature will step on. The saboteur can take this special reaction a number of times per day equal to their proficiency bonus. The area within which the saboteur can take this reaction increases by 5ft every time the saboteur's proficiency bonus increases.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 8352146, member: 6802951"] I put together an Artificer class in the "Giving the Arcane gish an identity thread that covered a lot of these bases. I'll try to dig it out and paste it to this thread. I think such a class would have two primary mechanics: Countermagic and Traps. Countermagic - They should get an ability that replicates Dispel magic or Counterspell as a class ability before they would normally get the ability to cast 3rd level spells. (5th level ability perhaps.) At higher levels they can use that ability to shut down a magic item for a few rounds. Successfully doing so, or using the ability to dispel or counterspell successfully allows a damaging backlash centred on the item, spell, or caster. Traps. - Trap types and Activation mechanics Trap types - Possibly chosen like infusions. Range from dealing damage and restraining (Bear trap style) to elemental area explosions. These will be the Saboteur's main source of regular damage so probably scale like cantrips. Activation Mechanics. - Can be thrown to a square within 30ft, is visible, will activate if a creature moves over it. (Or maybe proximity if an AoE trap) The Saboteur can detonate any trap they have laid as a bonus action. (So they can toss a trap and detonate it on the same round if they have to.) If a creature moves into a square within 10ft of the saboteur, the saboteur can, as a reaction lay a trap that the creature will step on. The saboteur can take this special reaction a number of times per day equal to their proficiency bonus. The area within which the saboteur can take this reaction increases by 5ft every time the saboteur's proficiency bonus increases. [/QUOTE]
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