While most artificers iterate on one invention, Dungeoneers
use their know-how to weaponize mundane objects. Trusted
to safeguard untold riches and powerful artifacts, these slick
inventors use basic adventuring gear to construct defensive
traps, puzzles, and structures that can repel all but the most
hardy and determined adventurers and marauders.
Tool Proficiency:
When you become a Dungeoneer Specialist at 3rd level, you
gain proficiency with carpenters and smith's tools. If you
already proficient in carpenter's or smith's tools, you gain
proficiency with another set of artisan's tools of your choice.
You also gain proficiency with improvised weapons. When
you make an improvised weapon attack, you can use your
Intelligence, in place of Strength or Dexterity, for the attack
and damage rolls, and the damage die for any improvised
weapon attacks you make becomes a d8 if it would be lower.
Level | Spell |
---|
3rd | alarm, unseen servent |
5th | arcane lock, spike growth |
9th | glyph of warding, tiny hut |
13th | guardian of faith, resilient sphere |
17th | passwall, wall of stone |
Features:
Dungeoncraft
Dungeoncraft
3rd-Level Artificer, Dungeoneer Feature
whenever you finish a long rest, you
craft a number of objects of your choice from the table below
equal to your Intelligence modifier (minimum of 1 object).
They appear as mundane versions of those objects, but turn
to ash the following dawn after they are created. You can craft
normal versions of these objects in one quarter of the time.
If an object you craft with this feature forces a creature to
make a saving throw, they use your artificer Spell Save DC.
Dragoncraft Objects
- acid (1 vial)
- alchemist's fire (1 vial)
- ball bearings (1,000)
- caltrops (200)
- chain (25 feet)
- crowbar
- grappling hook
- hunting trap
- lock/manacles and key
- oil (1 vial)
- portable ram
- rope (50 feet)
- sledge hammer
- torches (5)
Extra attack
Extra Attack
5th-Level Artificer Feature
You can attack twice, rather than once, whenever
you take the Attack action on your turn.
Arcane Improvisation
Advanced ConstructArcane Improvisation
9th-Level Artificer, Dungeoneer Feature
your improvised weapon attacks and
Dungeoncraft Objects are considered magical for the sake of
overcoming resistance and immunity to non-magical attacks.
Also, you can cast one of your Dungeoneer Spells without
providing the material component once per long rest.
Master Dungeoneer
Master Dungeoneer
15th-Level Artificer, Dungeoneer Feature
You have become a master of Dungeoneering. Beginning at
15th level, creatures have disadvantage on saving throws for
your Dungeoncraft Objects and Dunegoneer spells.
In addition, you learn to cast a ritual version of both the
passwall and wall of stone spells. Casting them in this way
takes 1 hour, doesn't consume a spell slot, and the structure
created becomes permanent at the end of the ritual casting.