Specialist (Artificer)
Hit Points
Hit Dice: d8 per Specialist (Artificer) level
Hit Points at first Level: 8+your constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your constitution modifier per outlaw level after 1st
Proficiences
Armor: Light Armor
Weapons: Simple Weapons, Firearms
Tools: None
Saving Throws: Dexterity and Intelligence
Skills: choose three from the following skills Acrobatics,
Athletics, Deception, Insight, Intimidation, History,
Investigation, Mechanics, Nature, Perception, Sleight of
Hand, Survival, and Stealth
Overview & Creation
Specialists combine their knowledge of a modern battlefield
and their excellent agility to blow away their enemies,
literally. Specialists are also able to craft specialized bombs
that have a form and function that start out similar to
grenades but evolve as they craft them further. They use
these bombs to demolish any obstacles that would get in their
way, often without worry to their own wellbeing due to the
safety mechanisms built into the bomb. Specialists are also
highly adaptable and are usually smart enough to know when
to blow things up and when to ask questions. Some skilled
specialists have even found a way to quiet the weapons of the
modern battlefield, building things to bring a stealthier
component to the loud firearms that define current combat.
Specialists have found a way to explode onto the battlefield in
other ways too, especially by using the tools in their area of
expertise.
Specialist have three areas of expertise that they
can fit into: the Alchemist, the Demolitionist, and the
Mechanist, all of them serve to hone the skills of the
Specialists who go down them in one way or another.
Alchemists are skilled in the art of not only creating
concoctions with various effects, but also reproducing
magical spells in their own way. The potions that an
alchemist creates can be imbued with the magic of a spell
that can aid themselves or an ally. They are also able to
create health potions so that themselves and their allies can
stay fresh during and after battles. Though only one potion
can be active at a time for a normal alchemist, they prove to
be a great boon in times of need. Alchemists have also
learned how to effectively use poisons and acids in order to
leave their opponents cowering in fear, which they eventually
build up a resistance to themselves.
Demolitionists are the often the type of specialists that
would rather blow things up first and ask questions later,
despite what their better sense would tell them to do. These
specialists focus on making their bombs not only much
stronger but also more adaptable and will even remove safety
features from bombs so that they can blow up when certain
special conditions are met, even if they’re not there.
Demolitionists will use whatever they can to blow up, set fire
to, and overall just completely ruin and demolish whatever
would stand in their way.
If Specialists are masters of the modern battlefield,
Mechanists seek to be those of the future battlefield.
Mechanists wish to understand and advance technology
beyond how it currently exists, including the technology used
in battle. Every Mechanist has an impressive knowledge of
mechanics and will often spend most of their free time
tinkering with something. This almost always leads to a
further understanding of energy, especially electricity, and to
what kind of weapons could be built out of what they are
learning. Often mechanists keep their new super weapons a
secret unless you're either close to them or they plan to use it
on you, but those that witness them equate them to things
that skilled practitioners of magic can do.
Class Features
By Land and By Sea
By 1st level, you’ve learned how to operate most vehicles
rather proficiently, you gain proficiency with vehicles (land)
and vehicles (water).
Bombs
At 1st level, you gain the ability to specially craft bombs
similar to grenades used to damage your enemies. After you
finish a long rest you can construct a number of bombs equal
to you Specialist level + your Intelligence modifier (min. 1). To
craft all your bombs it takes an hour interval. You can buy the
materials to make your bombs at most general stores for 1
gold per the materials to make 1 bomb.
The materials to make 1 bomb weigh half of a pound
(Specialists who choose to carry the materials to make
multiple bombs with them must take this into consideration
when determining their carrying capacity). With your bombs
you take an Attack action to make a special ranged weapon
attack that can be thrown up to 60ft (The extra attack feature
that you get from any class including Specialist does not
allow you to throw multiple bombs in one turn). The target hit
by the bomb takes 2d8 of bludgeoning from the explosion
and every creature within 5ft of the target must make a
Dexterity saving throw against your Specialist save DC (your
Specialist save DC will be used for other class features that
require your target to make a saving throw to resist the
feature’s effects), this includes the original target of the bomb,
on a failure they take 2d6 piercing damage from shrapnel
with no damage taken on a success.
Bombs may fail to explode and become inert if they do not
hit the enemy properly or they completely miss their target.
Any bombs you do not use before finishing a long rest
become inert once you finish a long rest. Inert bombs can not
be used until after a long rest when you make your bombs, at
which point the inert bomb counts as one part of your bomb
total for that day. The amount of damage your bombs do
increases as you gain levels in this class, as shown in the
Bomb Damage column of the Specialist table.
Specialist save DC = 8 + your proficiency bonus + your
Intelligence modifier
Quick Hands
At 2nd level, you gain the ability to use the use object and
search for object actions as bonus actions
Area of Expertise
At 2nd level, you’ve begun to find what exactly you specialize
in as a Specialist and what kind of Specialist you want to
become: Alchemist, Demolitionist, or Mechanist. Your choice
grants you features at level 2, 7, 11, 14, and 18.
Smoke Bomb
By 3rd level, you’ve learned how to create smoke bombs to
give you a tactical advantage on the battlefield. As a bonus
action you can throw a smoke bomb to a point within 60ft of
you to create a 10-foot-radius sphere of smoke centered on
the point you threw it to the smoke continues to expand after
your turn with the radius increasing 5ft at the start of each of
your turns until the fog cloud has a 20ft radius. The sphere
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. You can not
use this feature again until you finish a short or long rest.
Smoke Bombs do not count towards your daily total of
bombs.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
1. As normal, you can't increase an ability score above 20
using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Explosive Force
At 6th level, you’ve learned how to make your bombs have a
bigger bang for their buck. You may add your intelligence
modifier to the damage roll for the bludgeoning damage you
bombs do.
Blast Shield
By 9th level, you’ve become quite adept at dodging any
damage done by bombs, especially your own. When you are
subjected to an explosion that allows you to make a saving
throw to take only half damage, you instead take no damage if
you succeed on the saving throw, and only half damage if you
fail. You have advantage on saving throws against your own
bombs and other Specialist features.
Improved Bombs
Starting at 10th, level the radius to which the shrapnel of
your bombs will travel to increases from 5ft to 10ft.
Additionally At 17th, level the shrapnel damage your bombs
increase from to 4d6.
Silencer
Starting at 13 level, you’ve invented to the best of your ability
a way to quiet your gun’s noise. When you use a gun you can
attach a silencer to your guns that will mask the noise very
efficiently, from a range it would be very hard to tell that their
was a noise or if someone did hear that it was even a gun and
not some noise natural to the area, other creatures have
disadvantage on perception checks to hear the noise your
silenced firearms makes. The silencer however is unwieldy,
technical, and somewhat impractical to the point that anyone
other than you can not use it efficiently. The first time you
construct a silencer it comes without any cost due to you
having been experimenting with the foundation of it for some
time but if you need to craft another one it requires one day of
downtime and 200 gold to represent the cost of materials
used.
Field Reconnaissance
Starting at 15th level, if you spend at least 1 minute observing
or interacting with another creature outside combat, you can
learn certain information about its capabilities compared to
your own. The DM tells you if the creature is your equal,
superior, or inferior in regard to two of the following
characteristics of your choice:
Strength score
Dexterity score
Constitution score
Intelligence score
Wisdom score
Charisma score
Class levels (if any) At the DM's option, you might also
realize you know a piece of the creature's history or one of
its personality traits, if it has any.
Nitroglycerin
At 20th level, you’ve learned how to make a very high impact
explosive bomb containing nitroglycerin. When making your
bombs you can choose one to have it contain nitroglycerin
rather than just it’s normal components. You can throw the
nitroglycerin bomb to a spot within 60ft of you. Every
creature within 25ft radius of that spot must make a dex
saving throw, on a failure they take 6d6 of piercing damage.
Then every creature within 15ft radius of the detonation
point takes 4d8 bludgeoning damage and 4d8 fire damage.
The impact also leaves a crater destroying things in the area
of detonation, leaves scorch marks in the area, and can be
heard by creatures from up to 1000 ft away.
Starting Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
a duster, revolver, and 20 pistol ammo
a simple weapon
derringer and 20 pistol ammo
(a) a dungeoneer's pack or (b) an explorer's pack
the material to make 40 bombs
Subclass Options
Area of Expertise
All Specialists bring the same general things with them when
they enter into the fray, their quick wits and reflexes and the
ability to blast away whatever gets into their path. What
differentiates Specialists is also the most important aspect of
what means to be a Specialist, their area of expertise. This
will often define how they best utilize the tools they’ve been
given in any situations as they strive to show how the features
of the expertise they embody, whether new or old, shines.
Alchemist
Brewer of potions and poisons
Potions
At 2nd level, you learn how to craft potions that contain the
ingredients to distill your magic. The potions you craft only
contain the basic ingredients needed to house the magic, as
an action you can instill the magic of one of the spells from
your alchemist spell list, listed below, into one of the potions.
Your potions also work differently than normal spell would
in multiple ways twisting the spells to your expertise. As a
potion all spells have a range of self (unless stated in the spell
that the spell only affects you and the range indicates how far
the spell’s powers emit from you).
All spells only affect the person that drank the potion even
if the spell indicates that it affects multiple people and tells
you to choose multiple people.
You do not need any of the material components for the
spells on your list. All potions last until the time limit on the
spell is reached (you can not choose to end it early).
You do not need to make concentration checks for spells
cast through potions that you or others have used. The effect
of the potions become inert through spells that would negate
magical effects (such as dispel magic).
Potions become active from the moment you drink them by
taking the use object action. Only one potion can be active at
a time, if another one of your potions becomes active the
effects of the last potion become inert and end immediately.
Potions that you make only last until you finish a long rest at
which point they become inert and cannot be carried over
into the next day. At the end of a long rest you have access to
a number potions equal to the number of Alchemist spell
slots according to your Alchemist level indicated on the
Alchemist potion making table.
To make a potion you must have a Alchemist spell slot for the
appropriate spell level or higher. If you gain any
improvements from using a higher spell slot level you gain
them (except if it gives you an increase in how many people
would be affected by the potion at once).
Spellcasting Ability. Intelligence is your spellcasting ability
for your alchemist spells, since you learn your spells and how
to make potions through dedicated study, practice and
memorization. You use your Intelligence whenever a spell
refers to your spellcasting ability. In addition, you use your
Intelligence modifier when setting the saving throw DC for a
Alchemist spell you cast.
Spell save DC = 8 + your proficiency bonus + your
Intelligence modifier.
Apothecary
By 2nd level, you’ve learned how to properly use tools that are
normal for an alchemist or apothecary to use. You gain
proficiency with the alchemist supplies, herbalism kit, and
poisoner’s kit if you are not already proficient with them.
Along with this using your these tools you’ve become able to
craft healing potions. You can make potions of healing that
heal for 1d8, you can make a number of these per short or
long rest equal to your intelligence modifier and it cost 20
gold per potion made to represent materials used.
Noxious Bombs
Starting at 7th level, you’ve learned how to learn add
elements to your bombs to cause your opponents even more
dismay on the battlefield. Rather than the bludgeoning
damage that your bombs normally do you can have them do
either acid or poison damage instead, your choice.
Additionally you can also convert one of your bombs into a
gas bomb with the following effects: you throw your bomb to
an area within your normal range as an action, the bomb
releases a poisonous gas within a 25ft radius of the spot it
landed, the gas lasts 1 minute and any creature that starts its
turn in the poisonous gas must make a constitution saving
throw vs your Spell save DC and on a failure they are
poisoned for 1 hour. You can not make another gas bomb
again using this feature until you finish a long rest.
Potions of Greater Healing
By 11th level, you’ve learned how to greatly enhance your
potions of healing. Your potions of healing now heal for
2d8+intelligence modifier. At 18 level this increases to
4d8+intelligence modifier and you can make your potions
without a cost.
Natural Resistance
By 14th level, due to your extend time spent around acids and
poisons your body has built up a resistance to them. You gain
resistance to acid and poison damage and have advantage on
all saving throws against being poisoned.
Potion Chugger
Starting at 18th level, you’ve learned how to keep your last
potion intact even while under the effects of a new one. You
can have two separate creatures, including yourself under the
effects of potions, or two potions affecting yourself at the
same time. A creature other than yourself can not be under
the effects of two of your potions and potions become inert
the same way as before when you use a new one while two
are active the older one becomes inert.
Demolitionist
Creator of blasts and bombardments
Mad Bomber
At 2nd level, you begin to hone your skills as a bomber which
allows you to throw your bombs twice the distance, up to
120ft, that you would normally be able to. You also gain the
ability to make an additional number of bombs equal to half
of your specialist level on a short or long rest.
Light the Fuse
By 7th level, you’ve learned how to truly demolish anything
you hit with your bombs. Rather than the bludgeoning
damage that your bombs normally do you can have them do
either fire or thunder damage instead, your choice.
Additionally you can also convert one of your bombs into a
satchel charge. You throw the satchel charge to an area
within your normal range and you can detonate the satchel
charge as a bonus action. The satchel charge has a 15ft
radius from where you threw and any creature within the
radius must make a dexterity saving throw, a creature takes
4d6 of piercing damage and 4d6 of fire damage on a failed
save or half damage on a successful one, and then creatures
within the radius must then succeed a strength saving throw
or be flung back 20ft in the opposite direction of the satchel
charge. You can not make another satchel charge again using
this feature until you finish a long rest.
Extra Sharp Shrapnel
By 11th level, you’ve learned how to make your bomb’s
shrapnel even deadlier than before. When the a creature
succeeds the dexterity saving throw on your bombs piercing
damage they now take half damage.
Conditional Detonation
Starting at 14th level, you can set a condition to detonate
your bombs when the chosen condition is met.
You may set your bombs on a timer, preparing a time for
your bombs to detonate (up to but not surpassing 24 hours).
You may also set your bombs detonate when a certain
amount of pressure is put on them with the lower limit being
20 pounds of pressure and the upper limit being 600 pounds
of pressure. If these bombs do not explode within 24 hours
they become inert.
If the bombs you applied conditions to are discovered
before they explode someone can attempt to disarm them
with the DC = 10 + your proficiency bonus + your Intelligence
modifier using either thieves tools or the mechanics skill. If
they fail the check to disarm the bomb the bomb will explode
and they must then make a dexterity saving throw, creatures
that fail the saving throw take the bomb’s full damage,
creatures that succeed take half damage.
Thermite Reaction
By 18th level, as a Demolitionist you’ve learned how to
harness the destructivity of thermite. As an action, you can
apply thermite to one creature or object within 5ft of you, that
creature then must make a Dexterity saving throw with a DC
= 8 + your proficiency bonus + your Dexterity modifier to
determine the amount thermite which target is doused in.
When a creature doused in thermite suffers fire damage they
become ignited, when a creature is ignited they immediately
suffer 4d8 fire damage on a failure and take half as much on
a success. The creature then continues to suffer this damage
as a new damage roll at the start of the creature’s turn for 1
minute or until the creatures uses two consecutive actions to
attempt to put out the fire.
Mechanist
Inventor of machines and mechanisms
Technological Expert
By 2nd level, you’ve become quite the savant when it comes to
dealing with machines and burgeoning technology. If you are
not already proficient in the mechanics skill or tinker tools
you gain proficiency with them, your proficiency bonus is
doubled for any ability checks you make with the mechanics
skill and tinker tools.
Dazzler
by 7th level, you’ve learned how to harness the energy you’ve
been studying and infuse your bombs with it. rather than the
bludgeoning damage that your bombs normally do you can
have them do either lightning or radiant damage, instead,
your choice. additionally you can also convert one of your
bombs to produce a flare of light that can blind your enemies.
you can throw this bomb the same range as a normal bomb
as an action and anyone within 40ft radius of the flare must
make a constitution saving throw, on a failure a creature is
blinded for next 1 minute.
Railgun
At 11th level, your study of electricity has reached a point that
you’ve begun to understand the powers of electromagnetism
and have the ability to harness electromagnetism in order to
create a railgun.The first time you construct your Railgun it it
is a product of long and arduous work over all the time you
spent as a Mechanist, if you ever need to construct an
additional one it will three days worth of downtime and 4000
gold to represent materials used. The railgun is a ranged
weapon with a range of 180/400 and and does 5d8+your
dexterity modifier of piercing damage and has the loading
property. If there is an enemy directly behind an enemy you
hit with the railgun (up to 20ft of the creature you hit) you can
make an attack roll against them and this attack deals
2d8+your dexterity modifier, you can use your railgun a
number of times equal to your intelligence modifier and you
must finish a long rest before you can use it again.
Analyst
At 14th level, you have advantage on ability checks made to
repair, disable, or discern the properties and abilities of
mechanical devices.
Death Ray
Beginning at 18th level, your studies and tinkering have
culminated into what might be one of the deadliest weapons
man has ever created, the death ray. The first time you
construct your Death Ray it it is a product of long and
arduous work over all the time you spent as a Mechanist, if
you ever need to construct an additional one it will one
week's worth of downtime and 10,000 gold to represent
materials used. As an action you can fire the Death Ray
directly from you in a straight line for 120ft and any creature
in that line must a make a dexterity saving throw, these
creatures take 6d12 radiant damage on a failed save, half as
much on a successful one. The Death Ray disintegrates, sets
to fire to, or sears anything within the area that isn’t being
worn. You can not use the death ray again until you finish a
short or long rest.
Specialist Level | Proficiency | Bomb Damage | 1st | 2nd | 3rd | 4th | 5th | 6th |
---|
1st | +2 | 2d8 | ---- | ---- | ---- | ----- | ------ | |
2nd | +2 | 2d8 | 1 | — | — | — | — | — |
3rd | +2 | 2d8 | 2 | — | — | — | — | — |
4th | +2 | 2d8 | 2 | — | — | — | — | — |
5th | +3 | 3d8 | 2 | 1 | — | — | — | — |
6th | +3 | 3d8 | 2 | 1 | — | — | — | — |
7th | +3 | 3d8 | 2 | 2 | — | — | — | — |
8th | +3 | 3d8 | 2 | 2 | 1 | — | — | — |
9th | +4 | 3d8 | 2 | 2 | 1 | — | — | — |
10th | +4 | 4d8 | 3 | 2 | 1 | — | — | — |
11th | +4 | 4d8 | 3 | 2 | 1 — | — | — |
12th | +4 | 4d8 | 3 | 2 | 1 | 1 | — | — |
13th | +5 | 4d8 | 3 | 2 | 2 | 1 | — | — |
14th | +5 | 4d8 | 3 | 2 | 2 | 1 | — | — |
15th | +5 | 5d8 | 3 | 2 | 2 | 1 | 1 | — |
16th | +5 | 5d8 | 3 | 2 | 2 | 1 | 1 | — |
17th | +6 | 5d8 | 3 | 2 | 2 | 2 | 1 | — |
18th | +6 | 5d8 | 3 | 2 | 2 | 2 | 1 | — |
19th | +6 | 5d8 | 3 | 2 | 2 | 2 | 2 | 1 |
20th | +6 | 6d8 | 3 | 2 | 2 | 2 | 2 | 1 |
Spell List. the following table is a list of spells that you can craft into potions to use: |
Alchemist Spell List |
Level Spell | Spell |
1st | armor of agathys, comprehend languages, detect magic, detect poison and disease, disguise self, expeditious retreat, false life, feather fall, jump, longstrider, mage armor, protection from good and evil, sanctuary, speak with animals |
2nd | barkskin, beast sense, blur, darkvision, detect thoughts, enhance ability, enlarge/reduce, invisibility, lesser restoration, levitate, mirror image, nystul’s magic aura, protection from poison, see invisibility, spider climb |
3rd | blink, clairvoyance, gaseous form, fly, haste, nondetection, protection from energy, remove curse, speak with dead, speak with plants, tongues, water breathing, water walk |
4th | death ward, divination, freedom of movement, greater invisibility, polymorph, stoneskin |
5th | commune with nature, contact other plane, dispel good and evil, greater restoration, legend lore, telekinesis, scrying, seeming |
6th | find the path, true seeing, wind walk |
|