Remove these ads. Join the Worldbuilders Guild

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 LevelProficiencyBomb Damage1st2nd3rd4th5th6th
1st+22d8-----------------------
2nd+22d81
3rd+22d82
4th+22d82
5th+33d821
6th+33d821
7th+33d822
8th+33d8221
9th+43d8221
10th+44d8321
11th+44d8321 —
12th+44d83211
13th+54d83221
14th+54d83221
15th+55d832211
16th+55d832211
17th+65d832221
18th+65d832221
19th+65d8322221
20th+66d8322221
Spell List. the following table is a list of spells that you can craft into potions to use:
Alchemist Spell List
Level SpellSpell
1starmor 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
2ndbarkskin, 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
3rdblink, clairvoyance, gaseous form, fly, haste, nondetection, protection from energy, remove curse, speak with dead, speak with plants, tongues, water breathing, water walk
4thdeath ward, divination, freedom of movement, greater invisibility, polymorph, stoneskin
5thcommune with nature, contact other plane, dispel good and evil, greater restoration, legend lore, telekinesis, scrying, seeming
6thfind the path, true seeing, wind walk

Created by

Mancon815.

Statblock Type

Class Features

Link/Embed