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|subclassType=Artificer Specialist
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|summary=Vampire/Witch/Dragon/Ghost Hunter
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Your choice grants you features a
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Revision as of 08:41, 27 January 2021

Rlyehable  +

User Creation
Source: Rlyehable
Date Created: 2021-01-24
Status: 1st Draft


Nightstalker is a artificer specialist of the Artificer class.

Nightstalker

The focus of your artificer is to protect the world from the creatures of enmity and their destruction.
Nightstalker Features

Artificer Level Features  
3rd Enmity, Esoteric Knowledge, Nightstalker Magic, Construct Scout 
5th Extra Attack 
9th Iron Resolve, Turn Creatures of Enmity 
15th Additional Scout

 

Enmity

3rd level Nightstalker feature.
You have enmity with a certain type of creature. Choose one of the following types[1]: aberrations, celestials, dragons, fey, fiends, shapechangers, or undead. These are creatures of enmity.

You also learn to speak, read, and write one of the following languages: Abyssal, Celestial, Deep Speech, Draconic, Infernal, or Sylvan.

You may gain enmity with an additional type every 3rd level hereafter (6th, 9th, 12th, 15th, and 18th). You do not gain additional languages at these levels. 

Esoteric Knowledge

3rd level Nightstalker feature.
Your esoteric knowlege grants you advantage on Intelligence and Wisdom skill checks that are related to creatures of enmity

Nightstalker Magic

3rd 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  
3rd chaos bolt, protection from evil and good 
5th gentle repose, tasha's mind whip 
9th counterspell, lightning bolt 
13th banishment, locate creature 
17th mass cure wounds, raise dead
 

Construct Scout

3rd level Nightstalker feature.

Your magical tinkering has allowed you to construct a Scout Construct. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block. You determine the creature's appearance; your choice has no effect on its game statistics.

In combat, the scout construct shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge or Help action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The scout construct returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new scout construct if you have your smith's tools with you. If you already have a scout construct from this feature, the first one immediately perishes. [2]

Outside of combat, the scout may be sent up to 5 miles from the artificer to scout terrain, search for and spy upon an individual, or other related activities for up to 24 hours before returning.

Scout Construct[3]
Tiny construct  (scouts), neutral
Armor Class: 15 (natural armor)
Hit Points: equal two times your artificer level (calculated)
Speed: 40 ft., Climbing 40 ft., Flying 40 ft. (hover), swimming 40 ft.
Str Dex Con Int Wis Cha
10 (+0) 12 (+1) 10 (+0) 10 (+0) 14 (+2) 6 (-2)
Saving Throws: Dex +3, Wis +4
Skills: Insight +4, Perception +4, Stealth +4
Damage Immunity: poison
Condition Immunity: charmed, exhaustion, poisoned
Senses: darkvision 60 ft., passive Perception 14
Languages: understands the languages you speak
Challenge: — 
Proficiency Bonus (PB): equals your proficiency bonus

Features

Invisability (3/day). The scout can use a bonus action to become invisible for 10 minutes.

Remote Sensing. The artificer may use an action to see and hear what the scout can see and hear and/or give it new instructions. This may be extended my maintaining concentration. 

Actions

Slam. Melee Weapon Attack: Your PB to hit, reach 5 ft., one target. Hit: 1d4 bludgeoning damage.

Help. The scout may use the Help action. 

Reactions

Hide. The scout may use the Hide action as a reaction.

 

Extra Attack

5th level Nightstalker feature.
You can attack twice, rather than once, whenever you take the Attack action on your turn. 

Iron Resolve

9th 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

9th 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. 

Additional Scout

15th level Nightstalker feature.
When you create a scout construct using the Construct Scout feature, you may create and maintain two scout constructs instead of one.


Sources and Notes

  1. Note:Normally for the Nightstalker subclasses, constructs are a part of this list. However, due to the nature of artifice, constructs have been removed from this list.
  2. Note: This text is a modified version of the text from the Battle Smith entry from Keith Baker, et. al.. Eberron Rising from the Last War (5e) (2019-11-19). Wizards of the Coast. ISBN 978-0-7869-6689-9.
  3. user:Rlyehable. Created: 2021-01-24. Licensed: CC-BY-SA.

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