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Plumber

The plumbing profession is somewhat more dangerous in fantasy worlds than others. Sewer monsters. Valve demons. Squeaky toilet mimics. Men who won’t put the toilet seat down. It requires a particular set of skills, and a pragmatic approach to wading in waste.

Bonus Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Plumber Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Plumber Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Artificer Level Plumber Spells
3rd  create or destroy water, purify food and drink
5th  knock, arcane lock
9th  water walk, water breathing
13th  freedom of movement, control water
17th  maelstrom, transmute rock

Diving Suit

At 3rd level, you learn to create protective gear suitable for hostile environments. As an action, you can turn a suit of heavy armor you are wearing into a magical diving suit provided you have smith’s tools in hand. This armor is airtight and watertight, holding enough air for 10 hours of breathing. It can also go underwater to a depth of 900 feet. Below that, it takes 2d6 bludgeoning damage per minute from pressure.

Extra Attack

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Adaptations

At 9th level, choose one of the following perks:
  • The AC provided by your armor increases by your proficiency bonus
  • You are resistant to a damage types of your choice whilst wearing your armor. At the end of a long rest you may change the chosen damage type to a new type.
  • You are immune to the effects of poor weather such as precipitation or strong winds

Hermetic Sealing

At 14th level, you can seal your armor entirely against intrusion for 1 minute. During this time, nothing—not physical objects, energy, or other spell effects—can pass through your armor, in or out, though you can still can breathe there. Additionally, you are immune to all damage, and you can’t be damaged by attacks or effects originating from outside your armor, but your speed is reduced to 0. This effect ends if you cast a spell or attack. You must finish a long rest before using this ability again.

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