Disruptor (Subclass or Artificer 2)
Disruptor (Class may be taken as an individual subclass or as tier 2 of Artificer) Req. Artificer Complete OR 20 INT
1. Ooh! Up In Smoke: Encounter^10 Shift
You create a (1d5+INT mod) space sphere of fog that can spread around corners, heavily obscuring the areas. You move through quickly and quietly. When in your fog you have advantage to stealth checks. Additionally, in your fog you only expend half your movement (rounded down).
2. Any You Think Yer Better 'N Me You're Gon' Have Another Think: Encounter^10 Action
You reach into the mind of one creature you can see (or that is within your fog) and force it to make an INT throw. The creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. If an enemy provokes an attack of opportunity attack from the affected creature, the creature must make that attack.
3. Smarter, Not Harder: Passive
When wearing light or no armor, you may use INT instead of DEX for defensive rolls.
Additionally, when calculating initiative, you may add your INT mod to the roll.
4. Fuel to the Fire: Encounter^5 Interrupt
When someone within 6 spaces of you takes magical damage or suffers a magical affect, add 1d10+INT Score.
(If adding to magical damage add directly so the target's resistances are only applied once)
5. What Makes Me A Good Disruptor?: Daily^10 Action
At the start of a session or after a long rest you can magically imbue effects to create a blast disk from a flat stone you touch. One of each can be stored in your inventory. Blast disks can be hidden as traps (triggered when stepped on, no defensive roll allowed) or thrown as projectiles (enemy rolls defensively). When a blast disk detonates, every creature within 1 space must make an additional saving throw (calculated as a defensive roll against your INT mod+1d20) as indicated on the Blast Disks table. On a failed save, a creature takes listed damage+INT and is subjected to the blast disk's effects. On a successful save, the creature takes half listed damage+INT and suffers no other effect.
Comments