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BerzerkerUnit
2020-09-16, 08:41 PM
Artificer Specialization: Dungeon Master
As a Dungeon Master your Artificer is destined to be a renowned architect of trap filled mazes, legendary tombs, and more. Upon initiation into this specialty you create a quasi illusory extradimensional space in which your most exquisite and diabolical dreams can be made manifest.

Bonus Spells

Fog Cloud, Silent Image
Summon Bestial Spirit, Arcane Lock
Summon Shadow Spirit, Summon Undead Spirit
Summon Aberrant Spirit, Evard’s Black Tentacles
Conjure Elemental, Planar Binding



Bonus Proficiencies and Expertise
At 3rd level you gain Proficiency in Stone Mason's and Cartographer's Tools. You can double your Proficiency bonus for checks with these tools unless another feature already allows you to do so.

Dungeon Tiles
Beginning at 3rd level you can conjure a quasi illusory extradimensional space. As an action you can create up to 4 cubes that are 5 feet on a side. The cubes can be summoned up to 30 feet away in any contiguous arrangement on a surface in a space you can see for 10 minutes. Each cube can be its own room or cubes can be merged and faces eliminated to create larger spaces. The interior of the structure you create appears composed of any materials you choose but is obviously magical. The space inside is dimly lit by any external illumination. Creatures in the space the Dungeon Tiles are summoned are trapped within unless they succeed on a Dexterity save against your Spell DC or their size prevents them from fitting easily into one of the rooms created, in which case the ability fails but isn't expended.
Each room must have a point of egress sized for a creature of your size or larger and one of these points must exit the structure.

The Dungeon Tile’s exterior walls are semi permeable, partially phasing in an out of existence. Appearing paper thin from the outside they can appear up to a foot thick from within. A creature inside the Dungeon Tile has cover from the outside and perceives things outside with disadvantage.
Creatures inside the Dungeon Tile can attempt a Wisdom save as an action to reassert their existence on their former plane and escape the confines of the tile. A success allows them to move freely through the walls of the dungeon tile until they’ve exited. Reentering the Tile, (to recover a dropped item or assist an ally) requires the use of its exterior door.
Alternatively, a creature can attempt to escape with brute force by using their action to make an Athletics check against your Spell save DC. A success allows them to burst through an adjacent wall of their choosing.

While a creature remains inside your Dungeon Tile you can target it freely with your spells at no penalty. The spell appears to originate from the structure as you choose, a fire bolt could erup from a dragon head door knocker and a shocking grasp might be an electrified floor.

You can summon your Dungeon Tile once and must complete a long rest before doing so in this way again. Summoning it again before completing a long rest requires the expenditure of a 1st level or higher spell slot. Expending a spell slot higher than first level adds 2 additional 5 ft cubes to the Tile.

Deadly Arcade
By 6th level the union of your experience and deviant imagination has yielded a poisonous fruit. When the Dungeon appears you can include a trap from the following list.
Trap List-
Hidden Doors- any or all of the points of egress in your Dungeon Tiles can be hidden or disguised requiring a successful Investigation
Mirror Maze- the walls of your Dungeon Tile become mirrored surfaces creating a disorienting maze of reflections. Creatures that wish to escape must make an Intelligence Sace instead of Wisdom. Efforts to break out with Athletics deal magical Piercing damage equal to your Proficiency bonus as the broken mirrors rend flesh with painful shards.
Pit Trap- The dungeon appears underground, temporarily displacing earth or stone in the space it occupies to the ethereal plane for the duration. Creatures that start their turn on or walk on top of a dungeon tile save vs your spell DC or fall in taking a minimum of 1d6 damage. At your option this falling damage can be piercing from a spiked floor. Creatures in the pit when it expires are ejected harmlessly to the nearest available space.
Lava Floor- Creatures That start their turn in contact with the floor take 1d6+Your Proficiency bonus in Fire Damage.
Hidden Crossbows- creatures of your choice that end their turn in the dungeon suffer a magical crossbow attack. Make a spell attack against the creature that deals 1d10 piercing damage. These Crossbows can be disabled with a Thieves tool check vs your Spell DC.
Falling Rocks- once during the duration of your Dungeon Tile you can use a bonus action to cause the ceiling of one room to collapse. Creatures in the Room must succeed on a Str save against your Spell DC or suffer 3d8 magical Bludgeoning damage, be knocked prone and Restrained. A success halves the damage and they are not prone or restrained.
Arcane Permeation- Your cantrips can affect all creatures of your choosing in your Dungeon Tile at the same time.
Island Prison- Your Dungeon Tile can be made to appear on water and floats on the surface.

You have Resistance to the damage of your traps and advantage on saving throws to avoid their effects.

Stock Monster-
At 10th level and beyond you may spend an additional spell slot as part of the action to create your Dungeon and cast one of the Summon Spirit spells granted by this subclass. You must spend a spell slot for the Spell as well. Doing so binds the Summoned creature to the Dungeon Tile. when the Dungeon Tile's duration ends or you dismiss it, the Summon ends as well, however this eliminates your need to concentrate on the Summon for the duration of the dungeon tile though you must still use a bonus action to direct it. You must complete a long rest before using this feature again.

Malevolent Mansion
At 14th level you can cast Magnificent Mansion once with the following changes:
Each of the rooms created can have one of your Traps within.
If you employ your Stock Monster feature you can create 3 of the Summoned creatures but they must be tied to different rooms. You can command one or all of the Summoned creatures with the same bonus action.
Items left inside the Mansion remain within when the effect ends. When next you use this feature the items appear in a room of your choosing.
Creature's you choose within 5 feet of the entrance must succeed on a dexterity save against your Spell DC or be teleported into a room of your choosing within the mansion.
You must complete a long rest before using this feature again.
If you use this feature each day for a year to recreate the same dungeon it becomes permanent.

Ryan3
2020-09-19, 01:26 AM
Strength score causes disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution. When squeezing through a space one size smaller than itself, a creature has disadvantage on attack rolls and Dexterity saving throws.

BerzerkerUnit
2020-09-19, 07:27 PM
Strength score causes disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution. When squeezing through a space one size smaller than itself, a creature has disadvantage on attack rolls and Dexterity saving throws.

I'm sorry, I'm not sure what this is in reference to?