D&D General The Engineer: An Artificer Subclass

Jakestorms

First Post
Artificer Specialist: Engineer
Engineers manipulate systems, timing, and authority rather than raw force. Their inventions interrupt momentum, reroute decisions, and stabilize collapsing situations through calculated intervention.

Engineer Expanded Spells
You always have the spells listed for your artificer level prepared. These spells count as artificer spells for you.
Artificer Level
Spells
3rd
Grease, Goodberry
5th
Flaming Sphere, Enlarge/Reduce
9th
Major Image, Clairvoyance
13th
Polymorph, Dimension Door
17th
Wall of Force, Contact Other Plane

3rd Level — Experimental Authority
You deploy unstable prototype devices known as Experiments, designed to interrupt combat flow and reshape outcomes.
You gain a pool of Experiment uses equal to your Intelligence modifier (minimum of one). You regain all expended uses when you finish a long rest.
You can deploy an Experiment as a bonus action or reaction, as specified by the Experiment. Each Experiment produces a powerful short-term effect followed by a controlled drawback, representing prototype instability. A creature affected by an Experiment must experience the drawback if the primary effect successfully occurs.
The specific Experiments available to you are detailed separately.

3rd Level — Systems Proficiency
You gain proficiency with Cartographer’s Tools and Calligrapher’s Supplies.
If you already have proficiency with either tool, you instead gain proficiency with another set of artisan’s tools of your choice.

5th Level — Quantum Leap
You forcibly reroute command authority between two creatures.
As an action, choose two creatures you can see within 60 feet of you. One creature must be willing, and the other must succeed on a Wisdom saving throw against your artificer spell save DC or be affected. Creatures immune to being charmed automatically succeed on this saving throw.
Until the end of the current round, the two creatures swap control of one another:
Each creature retains its own body, statistics, initiative position, and turn.
On each creature’s turn, the other creature chooses its movement and action, subject to the restrictions below.
Neither creature gains access to the other’s class features, spellcasting, reactions, legendary actions, or limited-use abilities.
Restricted Actions
While under this effect, a creature can take only the following actions:
Attack (weapon or unarmed strikes only)
Dash
Disengage
Dodge
Interact with an object
Move normally
A creature can’t:
Cast spells
Use abilities that expend limited resources
Use reactions
Use legendary or lair actions
Take actions that would obviously result in its own immediate death
If a creature is given an implausible or self-destructive command, it instead takes the Dodge action on its turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.

9th Level — Freeze Ray
You fire a destabilizing beam that steals momentum from one combatant and transfers it to another.
As an action, choose two creatures you can see within 60 feet of you. One creature must be willing, and the other must succeed on a Wisdom saving throw against your artificer spell save DC or be affected. Creatures immune to being charmed automatically succeed on this saving throw.
Until the end of the current round, initiative momentum is conserved between the two creatures:
Determine the difference between the two creatures’ initiative values at the start of the round (maximum 10).
The willing creature adds this value to its initiative for the round.
The other creature subtracts the same value from its initiative for the round.
This adjustment can’t cause a creature to take more than one turn in the same round or lose its turn entirely. If it would, the creature instead acts at the nearest valid initiative position.
All initiative values return to normal at the end of the round.
Once you use this feature, you can’t use it again until you finish a short or long rest.

15th Level — Dimensional Shunt
You forcibly displace creatures beyond the normal flow of space and time.
As an action, choose up to two creatures you can see within 60 feet of you. An unwilling creature must succeed on a Charisma saving throw against your artificer spell save DC or be affected. Legendary creatures have advantage on this saving throw.
Affected creatures are shunted out of phase until the start of your next turn. While shunted, a creature is removed from the battlefield and can’t affect or be affected by anything.
When a creature returns, the effect depends on whether it is an ally or an enemy.
Allied Reintegration
When an allied creature returns, choose two of the following benefits:
The creature regains 4d10 + your Intelligence modifier hit points.
One condition currently affecting the creature ends.
The creature gains temporary hit points equal to your artificer level.
Hostile Reintegration
When a hostile creature returns, it takes 6d10 force damage and is Slowed until the end of its next turn.
On a successful saving throw, a hostile creature isn’t shunted but instead takes half the damage and isn’t Slowed.
Once you use this feature, you can’t use it again until you finish a long rest.




Engineer Experiments
3rd-level Engineer feature
Each Experiment represents an unstable prototype that produces a powerful short-term effect followed by a controlled drawback. If an Experiment’s primary effect successfully occurs, its drawback always applies.
You can use an Experiment as a bonus action or reaction, as specified. A creature can be affected by only one Experiment at a time.
Saving throws against your Experiments use your artificer spell save DC.
Ally-Facing Experiments

Ally-Facing Experiments (Reaction)

Emergency Deflection
Reaction
Trigger: When a creature you can see within 60 feet is hit by an attack.
You deploy a kinetic deflection field around the target.
Immediate Effect.
The target gains the benefits of the shield spell until the start of its next turn, potentially causing the triggering attack to miss.
Destabilization.
Until the end of the target’s next turn:
Attack rolls against the target have advantage, and
The target cannot benefit from half or three-quarters cover.

Overclock / Throttle
Reaction
Trigger: When a creature you can see within 60 feet starts its turn.
You force the target’s system into temporary overdrive.
Overclock.
Until the end of the target’s current turn, it gains one of the following benefits (your choice):
Its speed increases by 10 feet.
It gains advantage on one attack roll or ability check of its choice.
It can immediately stand up or move up to half its speed without provoking opportunity attacks.
Throttle.
Until the end of the target’s next turn:
Its speed is reduced by 10 feet, and
It has disadvantage on the first attack roll or ability check it makes.

Phase Exchange
Reaction
Ally-Facing Experiment
Trigger: When a creature you can see within 60 feet would take damage, or would become blinded, frightened, poisoned, or restrained.
You temporarily displace harmful effects through phased system buffering.
Immediate Effect
Choose one of the following options:
Damage Buffer. The target gains resistance to the triggering damage until the end of the current turn.
Condition Buffer. The triggering condition is suppressed until the end of the target’s current turn.
If the chosen option does not reduce damage or suppress a condition, this Experiment ends with no further effect.
System Debt
Apply only the debt associated with the option that took effect:
Damage Debt. If the Damage Buffer reduced damage, then until the end of the target’s next turn, the target has vulnerability to that same damage type.
Condition Debt. If the Condition Buffer suppressed a condition, then until the end of the target’s next turn, the target cannot take reactions.
System Debt from this Experiment is mandatory and cannot be removed or altered by another Experiment.

Containment Lattice
Bonus Action
You deploy a rapid-forming restraint field that anchors the target in place.
Containment.
Until the end of the target’s next turn, the target is restrained.
Rebound.
When the restrained condition ends, until the end of that same turn:
The target’s speed increases by 15 feet, and
The target does not provoke opportunity attacks for the rest of the turn.

Optic Scramble
Bonus Action
You overload the target’s visual processing with disruptive projections and false inputs.
Scramble.
Until the start of your next turn, the target is blinded.
Rebound.
At the start of the target’s next turn, until the end of that turn:
The target has advantage on its first attack roll, and
The target ignores disadvantage caused by nonmagical darkness and lightly obscured areas.

Toxic Feedback
Bonus Action
You introduce a destabilizing toxin that degrades the target’s coordination and endurance.
Feedback.
Until the end of the target’s next turn, the target is poisoned.
Rebound.
At the start of the target’s next turn, until the end of that turn:
The target gains temporary hit points equal to your proficiency bonus + your Intelligence modifier, and
The target has advantage on Constituti
on saving throws.
Engineer Doctrine
Experiments do not deny action or agency.
They re-sequence danger, creating predictable instability that must be managed.
 

log in or register to remove this ad

Enchanted Trinkets Complete

Remove ads

Top