5e:Nightstalker/Artificer
Nightstalker is a artificer specialist of the Artificer class.
Nightstalker
Nightstalker Features
Druid Level | Features |
---|---|
5th | Enmity, Esoteric Knowledge, Nightstalker Magic |
9th | ____ |
15th | Iron Resolve, Turn Creatures of Enmity |
Enmity
5th level Nightstalker feature.
You have enmity with a certain type of creature. Choose one of the following types: aberrations, celestials, constructs, dragons, fey, fiends, shapechangers, or undead. These are creatures of enmity.
You also learn to speak, read, and write one of the following languages:
- redirect: Template:5xlang,
- redirect: Template:5xlang,
- redirect: Template:5xlang,
- redirect: Template:5xlang,
- redirect: Template:5xlang, or
- redirect: Template:5xlang.
You may gain enmity with an additional type every 3rd level hereafter (5th, 8th, 11th, 14th, 17th, and 20th). You do not gain additional languages at these levels.
Esoteric Knowledge
5th level Nightstalker feature.
Your esoteric knowlege grants you advantage on Intelligence and Wisdom skill checks that are related to creatures of enmity.
Nightstalker Magic
5th level Nightstalker feature.
You learn an additional spells when you reach certain levels in this class, as shown in the Nightstalker Spells table. The spell counts as a artificer spell for you, but it doesn’t count against the number of artificer spells you know.
Nightstalker Spells
Artificer Level | Spells |
---|---|
2nd | spell, spell |
3rd | spell, spell |
5th | spell, spell |
7th | spell, spell |
9th | spell, spell |
Iron Resolve
15th level Nightstalker feature.
You gain proficiency is Wisdom saving throw. If you already have proficiency in this, you gain proficiency in your choice of either Intelligence or Charisma saving throws.
Turn Creatures of Enmity
15th level Nightstalker feature.
Starting at 10th you gain the ability to turn creatures of enmity. As an action, you present your holy symbol or item that is a bane to the creature (wolf's bane, cold iron, silver, etc.) and verbally censure the creature of enmity. Each creature of enmity that can see or hear you within 30 feet of you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). If the creature fails its saving throw, it is turned. This lasts for 1 minute, or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the dodge action.
Once nightstalker uses this feature, he/she may not use it again until he/she finishes a short or long rest.