While most artificers iterate on one invention, Dungeoneers use their know-how to weaponize mundane objects. Trusted to safeguard untold riches and powerful artifacts, these slick inventors use basic adventuring gear to construct defensive traps, puzzles, and structures that can repel all but the most hardy and determined adventurers and marauders.
Tool Proficiency
When you become a Dungeoneer Specialist at 3rd level, you gain proficiency with carpenters and smith's tools. If you already proficient in carpenter's or smith's tools, you gain proficiency with another set of artisan's tools of your choice.
In addition, you gain proficiency with improvised weapons. Whenever you make an attack with an improvised weapon, you can use your Intelligence modifier, in place of Strength or Dexterity, for the attack and damage rolls.
|
Dungeoneer Spells |
Artificer Level |
Spell |
2nd |
alarm, unseen servant |
5th |
arcane lock, knock |
9th |
glyph of warding, tiny hut |
13th |
guardian of faith, resilient sphere |
17th |
passwall, wall of stone |
Dungeoncraft
Beginning at 3rd level, whenever you finish a long rest, you craft a number of objects of your choice from the table below equal to your Intelligence modifier (minimum of 1 object). They appear as mundane versions of those objects, but turn to ash the following dawn after they are created. You can craft normal versions of these objects in one quarter of the time.
If an object you craft with this feature forces a creature to make a saving throw, they use your artificer Spell Save DC.
Dungeoncraft Objects |
|
acid (1 vial) |
hunting trap |
alchemist's fire (1 vial) |
lock/manacles and key |
ball bearings (1,000) |
oil (1 vial) |
caltrops (200) |
portable ram |
chain (25 feet) |
rope (50 feet) |
crowbar |
sledge hammer |
grappling hook |
torches (5) |
Extra Attack
Beginning at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Arcane Improvisation
Starting at 9th level, your improvised weapon attacks and Dungeoncraft Objects are considered magical for the sake of overcoming resistance and immunity to non-magical attacks.
Also, you can cast one of your Dungeoneer Spells without providing the material component once per long rest.
Master Dungeoneer
You have become a master of Dungeoneering. Beginning at 15th level, creatures have disadvantage on saving throws for your Dungeoncraft Objects and Dunegoneer spells.
In addition, you learn to cast a ritual version of both the passwall and wall of stone spells. Casting them in this way takes 1 hour, doesn't consume a spell slot, and the structure created becomes permanent at the end of the ritual casting.
Comments