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.
Comments