Camera Operator (5e Subclass)

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Artificer Subclass

These Operators have a network of cameras around them at all times, specialized for information collection.


Network

When you reach 3rd level, you gain a number of cameras equal to your level divided by 3, rounded down. At the end of a long rest, you regain 1 camera. Each camera can see up to 60 feet away, unless stated otherwise. A camera takes damage or is submerged in water, it no longer functions unless stated otherwise. Each camera can hold up to 1 hour of audio-visual recording of anything within 30 feet of it, after which the recording must be removed and replaced by you as an action. Each recording is small enough to be held in a single hand. Each camera is Tiny, has a walking speed of 10 feet and moves on your turn, and can be up to 30 ft. away from you. Each camera must be one of the following options:

Camera Drone
Your cameras are attached to drones, allowing for mobility. They are have an AC of 8, a flying speed of 10, and 1 hit point.
Hidden Camera
Your cameras are well concealed, and require a Perception check or Passive Perception higher or equal to your Spell save DC to spot. They have an AC of 8, and 1 hit point.
Long Range Camera
Your camera can record anything up to 180 feet from it. They have an AC of 8, and 1 hit point.
Waterproof Camera
Your camera does not stop functioning when submerged. They have an AC of 8, and 5 hit point.


Deadly Information

Starting at 5th level, you can use your action to steadily observe a target within sight of a camera and find its weaknesses. As a bonus action, you may grant advantage to any attacks against an observed target until the end of your next turn.


Camera Flash

Starting at 5th level, you can flash a target within 10 feet of a camera as an action. They must succeed a Constitution saving throw or be blinded until the end of your next turn.


Camera? This Is A Weapon

Starting at 9th level, you can concentrate the light your camera emits into a beam. When a creature fails the saving throw against your Camera Flash, you may deal 2d8 + your Intelligence modifier radiant damage. On a success, you may deal half as much damage.

Lights, Camera, Action

Starting at 15th level, you can convert your cameras into actual weapons. At the end of a short or long rest, you can convert a camera into one of the following weapons, and you may add your Intelligence modifier and proficiency bonus to attack rolls with these weapons:

Blinding Blade
You convert a camera into a blade. As an action, you may make a melee attack against one target within 5 feet of the camera. On a hit, they take 1d8 + your Intelligence modifier magical slashing damage, 1d8 + your Intelligence modifier radiant damage, and they're blinded until the beginning of their next turn.
Spotlight Sniper
You convert your camera into a long-range rifle. As an action, you may charge your camera. As an action while your camera is charged, you may make a ranged attack against one target within 90 feet of the camera. On a hit, they take 5d10 + your Intelligence modifier radiant damage, and they're blinded until the beginning of their next turn.
Light Source Laser
You convert your camera to fire miniature flash bulbs. As an action, you may make a ranged attack against one target within 45 feet of the camera. On a hit, they take 1d10 + your Intelligence modifier magical piercing damage, and they shed bright light for 10 feet and dim light for another 10 feet for 1 minute. They may remove the flash bulb as an action, ending this effect early.
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