Artificer Specialization Sapper An artificer who specializes as a Sapper uses their knowledge of materials and magic to alter the battlefield. They build and destroy fortifications, change the landscape, and operate siege weapons with maximum effectiveness, all to bring favorable conditions to their allies and ruin what defenses their foes might construct for themselves. Tool Proficiency When you choose this specialization at 3rd level, you gain proficiency with carpenters' tools and masons' tools. Weapon Proficiency At 3rd level, you gain proficiency with mauls, war picks, sawswords, heavy crossbows, and siege crossbows. You can add your proficiency bonus to your attack rolls when using carpenters' tools, masons' tools, digging equipment (such as mattocks and shovels), or portable rams as improvised melee weapons. Sapper Spells You always have certain spells prepared after you reach particular levels in this class, as shown in the Sapper Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you can prepare. Sapper Spells Artificer Level Spells 3rd grease, unseen servant 5th pass without trace, spike growth 9th daylight, plant growth 13th hallucinatory terrain, wall of fire 17th passwall, wall of stone Siege Strike At 3rd level, you are trained in finding the weaknesses of buildings and other objects made from nonliving materials. You deal double damage to objects and structures when making weapon attacks. You also have advantage when making ability checks to find and identify weak points or stress-bearing points in structures, as well as when figuring out which direction a structure might fall when it is weakened or destroyed. Sapper's Boomer Also at 3rd level, you learn to create a small magical mechanism that, after a preset delay, explodes. Over the duration of a short or long rest, you can create one such device, which is usually a cube or cylinder 3-6 inches in any dimesion made from pieces of metal, stone, and wood, weighing 1 pound. As an action, you can activate the boomer and set it to detonate in 1 minute, 3 minutes, 10 minutes, or 1 hour. Once activated, the boomer can not be deactived, but can be destroyed without it exploding. It has an AC of 10 and 5 hit points. You can touch your active boomer as an action to harmlessly destroy it or cause it to immediately detonate. When the preset time expires, the boomer detonates and destroys itself. Each creature or object within a 5-foot radius must make a Dexterity saving throw and takes 1d6 fire damage, or half as much damage on a successful save. The explosion ignites flammable objects in the area that aren't being worn or carried. The sound of the explosion is audible out to 200 feet from the device's location. You can incorporate a flask of alchemist's fire in the construction of your boomer. If you do so, the radius of the fiery explosion increases to 10 feet. Demolition's Egg At 5th level, you learn to conjure a ball of unstable gel that is charged with destructive energy. As an action, you can conjure a 3-inch diameter sphere of this sticky gel in an open hand. It will adhere itself to the first wood, stone, or metal you touch it to as an action. The sphere has an AC of 13 and 1 hit point. It is soft and pliable, but can't be divided. It is immune to all types of damage, with the exceptions of acid, fire, lightning, and thunder. When the gel takes fire, lightning, or thunder damage, it explodes. Each creature within a 20-foot radius of the gel must make a Dexterity saving throw and takes 6d6 thunder damage, or half as much damage on a successful save. Each nonliving object or structure within the area of the explosion takes double the amount of damage. The booming sound of the explosion is audible out to 600 feet. If not triggered to explode, the gel vanishes harmlessly after 1 hour. Acid harmlessly dissolves the gel. You can conjure a sphere of this gel again after you finish a short or long rest.
Mattock of the Battlefield Sculptor Beginning at 5th level, you can conjure a magical cutter or pick mattock (your choice) and use it to quickly move the earth around you. With 1 hour of work with this mattock, you can reshape dirt, sand, clay, and gravel in an area of terrain no larger than 50 feet on a side in any manner you choose. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you work a 50-foot square, you can create a pillar up to 25 feet high, raise or lower the square's elevation by up to 25 feet, dig a trench up to 25 feet deep, and so on. Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by your movement of the ground. The mattock can't manipulate natural stone or stone construction. Large plants, trees, rocks, and structures shift to accommodate the moved terrain. If the way you reshape the terrain would make a structure unstable, it might collapse. Only you can use the mattock; anyone else's attempt to grasp it passes through the tool without effect. The mattock vanishes after 1 hour. If you used the mattock to change the terrain, you gain one level of exhaustion when the hour ends, which remains until you finish a short or long rest. You can use this feature again after you finish a short or long rest. Demolisher's Attacks Beginning at 9th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. In addition, your attacks with weapons, siege weapons, and spells deal additional damage to objects, structures, or constructs equal to your Intelligence modifier. Siege Weapon Mastery At 9th level, you can aim and fire a siege weapon as a single action, and you add your proficiency bonus to the attack roll when you fire a siege weapon. If you cast unseen servant while touching a siege weapon, the spell is altered. The magical servant can and will use an action at the end of each of your turns to continually load the siege weapon with any suitable ammunition that is within 15 feet of the weapon. The servant is bound to that siege weapon and can't be commanded to do any other task. Castlebane's Maul At 15th level, you can conjure a giant, ghostly hammer that appears to shake the ground. As an action, you can cast earthquake without expending a spell slot. At the same time you cast the spell, a harmless, 50- foot long maul appears above the center of the spell's area. The incorporeal maul strikes the ground when you finish casting the spell and at the start of each of your turns while you maintain concentration on the spell. The maul vanishes when the spell ends. You can use this ability again after you finish a long rest. Created by The Amethyst Dragon. You can find this, and more new 5e content, at www.amethyst-dragon.com. © 2022 Nathaniel Bruha. All rights reserved. Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material.