Artificer Subclass: Disruptor

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Disruptor

Artificers are known for their strength and versatility during times of war. With artificer's playing a major role in the last war as a devastating offensive and as stalwart defenders, finding some form of countermeasure was a massive blow to armies relying on the arcane.

Disruptors are considered a splinter cell of artificers, instead of finding new ways to innovate or improve on previous works, disruptors focus on finding the flaws and weaknesses in existing designs and tearing them apart from the inside out.

Tool Proficiency

Disruptors rely on their thieves tools, but need stealth to take advantage of their skills. You have proficiency in Stealth checks. If you already have proficiency in Stealth, you gain proficiency with an artisan’s tools of your choice.

Disruptor Spells

Starting at 3rd level, you always have certain spells prepared after you reach certain levels in this class, as shown in the Disruptor Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Disruptor Spells
Artificer Level Spell
3rd Tasha’s Hideous Laughter, Command
5th Invisibility, Blindness/ Deafness
9th Counterspell, Nondetection
13th Greater Invisibility, Phantasmal Killer
17th Synaptic Static, Mislead

Hex Override

By 3rd level, you learn how to create a hex override. A hex override is a dagger-like spike that you may drive into a creature. Using thieves tools, you can take an action to magically create a hex override in your hand. Its size is tiny.

Once you create a hex override you can’t do so again until you finish a long rest or until you expend a spell slot of 1st or higher. You can have only one hex override at a time, having an active hex override counts as concentrating on a spell, and you cannot create another hex override while one is already in effect.

The hex override is a magical object. To use a hex override you must stab it into whatever arcane device or creature you are targeting. Make a melee spell attack with the hex override, on hit you deal 1d4 piercing damage and the hex override is stuck in the target and considered activated. It disappears if it is removed or after 10 minutes. You may dismiss it early as an action

When you create a hex override, you determine its appearance. You also decide which type it is, choosing from the options on the Hex Overrides table. When you can activate the hex override and the effects of a hex override are noted on the Hex Overrides table.

Hex Overrides
Hex Override Activation
Scrambler Whenever the target makes a melee or ranged attack, it must choose a random target to attack including itself.
Buzz The target has disadvanage on all attack rolls against targets more than 5ft away. Additionally, the target must
Spike When you stab with this hex override the target takes an additional 1d8 psychic damage. As a bonus action on subsequent turns, you may inflict this damage again.
Pawn You may cast a spell as if from the location of the target, as long as you can see the target. You are unable to use its senses, but the target must be able to complete all somatic and verbal components. If the spell requires material components, you may supply them.

Violent Takeover

At 5th level, your attacks affect a target's mind directly. When you hit with a melee attack or a melee spell attack, you deal an additional 1d8 psychic damage. Additionally, when you have advantage on all attacks against any target that's under the effect of an active hex override.

Spectre

Starting at 9th level, when you stab a target with a hex override into a creature you may do so stealthily. If you use this ability, make a melee spell attack, you deal no damage to the target and the hex override has no effects but is active. As a bonus action, you may make the hex override take effect dealing its initial damage and its effects. You may use this effect up to an amount of times equal to your intelligence modifier per long rest.

Optimized Arcana

By 15th level, you may create two hex overrides at a time and you may create two hex overrides per long rest without expending spell slots. Additionally, you may concentrate on two hex overrides at once. When you roll to maintain concentration you roll once to determine if you concentrate on both of them. You may not use this ability to concentrate on two spells at once, but you may use this ability to concentrate on a spell and a hex override at once.

 

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