sandmote
2019-12-05, 03:55 PM
This is meant to be a usable joke subclass, based on the version of the Absent-Minded Professor (Warning: Link goes to TV tropes) (https://tvtropes.org/pmwiki/pmwiki.php/Main/AbsentMindedProfessor). I think Environmental Hazard is a bit strong, so I ddin't grant a combat bonus at 6th level.
Tools of the Trade
By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools.
Proficiencies. You gain proficiency with cartographer's tools and woodworker's tools, assuming you don’t already have them. You also gain cartographer's tools and woodworker's tools for free—the result of tinkering you’ve done as you’ve prepared for this specialization.
Crafting. If you craft a magic item in the ring category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold. This benefit also applies to wondrous items worn directly on the head or feet.
Alchemist Spells
Professor Explorer Spells Table
Level Spells
3rd Ensnaring Strike, Goodberry
5th Web, Spike Growth
9th Remove Curse, Speak With Plants
13th Arcane Eye, Banishment
17th Conjure Volley, Wrath of Nature
Amicable Buffoon
At 3rd level, you have also trained in a wide variety of unrelated fields. When you make an arcana, history, medicine, nature, persuasion, or religion check, you may roll a 1d4. On a four, you may add double your proficiency modifier to the roll, irrelevant of your normal proficiency bonus with the skill. This bonus cannot be applied if you attempt to repeat the roll, even if you could add the bonus on the first attempt.
Starting at 14th level, you may add also the bonus to your roll if you roll a three on the d4.
Environmental Hazard
From 3rd level, traps simply go off around you. Trees fall, ceilings break, lightning strikes, machinery explodes, and other objects become a severe threat in your vicinity.
As an action, you can cause a trap to go off in your general vicinity. Choose a point within 30 feet of yourself. Creature within ten feet of the point must make a Dexterity saving throw or take 1d6 bludgeoning damage, as an accident occurs in the immediate vicinity (your DM may choose a different damage type, depending on what accident takes place). This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
You personally, however, regularly remain untouched, as hazards just barely miss you-- possibly without you even noticing. You gain proficiency in Dexterity saving throws, and have advantage on saving throws against effects created by your amicable buffoon feature.
Field Explorer
By 6th level, you have learned to more easily navigate your surroundings. As a bonus action, you can ready your equipment, granting you a +10 bonus to your walking speed until the end of your turn.
While you retain the speed bonus, moving through nonmagical difficult terrain costs you no extra movement, and you gain a bonus on athletics and acrobatics checks equal to your Intelligence modifier (minimum of plus one).
Evasion
Beginning at 14th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity 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.
Note: this was written with the UA version of the artificer class.
Tools of the Trade
By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools.
Proficiencies. You gain proficiency with cartographer's tools and woodworker's tools, assuming you don’t already have them. You also gain cartographer's tools and woodworker's tools for free—the result of tinkering you’ve done as you’ve prepared for this specialization.
Crafting. If you craft a magic item in the ring category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold. This benefit also applies to wondrous items worn directly on the head or feet.
Alchemist Spells
Professor Explorer Spells Table
Level Spells
3rd Ensnaring Strike, Goodberry
5th Web, Spike Growth
9th Remove Curse, Speak With Plants
13th Arcane Eye, Banishment
17th Conjure Volley, Wrath of Nature
Amicable Buffoon
At 3rd level, you have also trained in a wide variety of unrelated fields. When you make an arcana, history, medicine, nature, persuasion, or religion check, you may roll a 1d4. On a four, you may add double your proficiency modifier to the roll, irrelevant of your normal proficiency bonus with the skill. This bonus cannot be applied if you attempt to repeat the roll, even if you could add the bonus on the first attempt.
Starting at 14th level, you may add also the bonus to your roll if you roll a three on the d4.
Environmental Hazard
From 3rd level, traps simply go off around you. Trees fall, ceilings break, lightning strikes, machinery explodes, and other objects become a severe threat in your vicinity.
As an action, you can cause a trap to go off in your general vicinity. Choose a point within 30 feet of yourself. Creature within ten feet of the point must make a Dexterity saving throw or take 1d6 bludgeoning damage, as an accident occurs in the immediate vicinity (your DM may choose a different damage type, depending on what accident takes place). This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
You personally, however, regularly remain untouched, as hazards just barely miss you-- possibly without you even noticing. You gain proficiency in Dexterity saving throws, and have advantage on saving throws against effects created by your amicable buffoon feature.
Field Explorer
By 6th level, you have learned to more easily navigate your surroundings. As a bonus action, you can ready your equipment, granting you a +10 bonus to your walking speed until the end of your turn.
While you retain the speed bonus, moving through nonmagical difficult terrain costs you no extra movement, and you gain a bonus on athletics and acrobatics checks equal to your Intelligence modifier (minimum of plus one).
Evasion
Beginning at 14th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity 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.
Note: this was written with the UA version of the artificer class.