Drone Carrier (5e Subclass)

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Drone Carrier[edit]

Artificer Subclass

The drone carrier artificer specializes in using multi-purpose drone platforms to inflict damage or debuffs on enemies and aid allies.

Tool proficiency

When you adopt this specialization at 3rd level, you gain proficiency with jeweler's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Carrier spells

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

Artificer Level Spell
3rd shield, witch bolt
5th prayer of healing, shatter
9th lightning bolt, nondetection
13th death ward, sickening radiance
17th antilife shell, immolation
Base Drone Crafter

On the 3rd level you get the ability to create a multipurpose platform which you can then assign the role of " Striker" "Defender" and "Support". To create one drone, you need to have materials worth approximately 500 gp. These materials include special magic metals and gems that are necessary for the drone to work. You can command up to three drones at the same time by using your bonus action.

  • Striker drone: Armor Class 10. Number of hits to disable 7. "Destructor beam" Ranged attack (60/120) - to hit 1d20 + prof.bonus + Int mod/ damage on hit - 1d10 force
  • Defender drone: Armor Class 16. Number of hits to disable 3. Gives user +1 to AC
  • Support Drone: Armor Class 13. Number of hits to disable 5. Gives user 1d4 to Saving throws (1 per short rest)

Each drone is considered a creature for spells, but is actually an artifact that you can send to a pocket dimension or summon from a pocket dimension as a action. You can change the drone type on a long rest. No more than two drones of the same type can be active at the same time. Drones are immune to psychic damage and all conditions exept from grappled and restrained but stop functioning in areas where magic is suppressed. A disabled drone can be restored using the tinkerer's tools on a short rest. A maximum of two drones can be restored per short rest.

Drone envocations

Starting at 5th level, you understand how to expand the functionality of drones and use them as transmitters for magical power. You can now use the drone as a magical focus for spells leaving your hand free. You can also put certain spells into the drone for use in combat. These spells do not require material or somatic components and can be cast without using spell slots once per drone. Due to the drone's strong influence on the user's mind, you can not have two drones with the same spell and no more than one drone with a 3rd level spell or higher can be held at a time. This drone's ability is restored after a long rest during witch you can also change spell. This ability can be used only once per turn and does not stack with "Spell-Storing Item" ability.

Little helpers

Starting at 9th level, you can take a bonus action to loan a drone to an ally. The chosen creature can use all of the drone's features as if it owned it. You set the time of use, after which the drone is returned to your control. This action cannot be revoked prematurely.

Heavy ordnance

By 9th level, you understand how to enhance your machines of war even more. Each drone role receives the following enhancements.

  • Striker drone: Can now fire an extra beam that deals 1d10 force damage. The drone can change its damage type to thunder damage. Its attacks count as siege attacks.
  • Defender drone: Gives an additional +1 to AC. Also gives half the prof.bonus to saving throws to maintain concentration on the spell. ('Does not stack').
  • Support Drone: Now gives 1d6 to skill checks and saving throws (1 per short rest). Can also do area scanning for 1 minute (1 hour cooldown). Invisible and hidden creatures within a 30ft radius must make a Stealth check against Artificer's Investigation. On a failure, creature becomes visible, and cannot hide or become invisible until it leaves the 60ft zone around the drone that made the scan.
Symphony of Destruction

At 15th level, your drone control skill reaches its peak. You gain the ability to use drones in deadly synergy to wreak even more havoc on the battlefield. To use synergy, all drones must have a magic charge that depletes after activation. (they must have "Drone envocations" available). Used drones are unavailable while synergy is active. No more than one synergy can be active at the same time. Below is a table of all available synergies and the combinations required to perform them.

Synergy types
! Duration / Targets Name Drone types Properties
1 minute / area within 100ft Disruption web Striker x2, Support Anything that begins its turn in this 20ft radius field must make a CON saving throw against the difficulty of the artificer spell DC. If it fails, the creature takes 6d8 electricity damage can not maintain concentration and makes attacks with disadvantage. Also it suffers 2d10 electricity damage when it starts its turn in this field. On a success, the creature takes half the initial damage but still affected by this field. Huge creatures and larger make this roll with disadvantage. This effect disappears after the creature leaves the affected area.
1 minute / 3 targets Acceleration Defender x2, Support You choose up to 3 targets that gain +10ft movement, +2AC and advantage on DEX saving throws. All ranged attacks by them can be made at maximum range and deal an additional 2d8 piercing damage. They also ignore "reloading" property. All melee attacks gain additional +3 to hit and one additional attack can be performed via bonus action.
1 minute / area within 60ft Static field Defender, Support x2 This synergy creates a nearly transparent square field with a side of 30 ft. that keeps most objects out. A creature without true sight must make a perception check DC20 to notice the distortion. Any munition, object, charge, or creature of large size or smaller gets stuck in this field until it expires and then continues on its way. While entities are in the field, they cannot be moved or harmed in any way other than psychic damage. Creatures in the field cannot hear or feel, but they can still see and think.
5 turns / self Juggernaut Defender x2, Striker x2, Support You use your entire arsenal to improve your own combat capabilities. Until the end of the duration, you gain the following benefits. Your speed becomes 35ft and you cannot be slowed. You gain temporary health points equal to half of your maximum health points. You can make up to 4 "power sword" or "pulse" attacks. Your armor class increases by 4 and you gain resistance to bludgeoning, piercing, slashing, fire, and cold damage. You are immune to force damage, poison, and the states blinded, paralyzed, and stunned. You make advantage rolls against effects designed to shove or entangle you. You can also see through darkness and magical darkness as in bright light up to 120ft away and distinguish colors. You also take no damage from falling. ;Power sword melee attack - to hit d20 + INT mod + prof.bonus + 3 / damage on hit 2d8 + Intelligence + 3 slashing. Pulse ranged attack - (60/120) - to hit 1d20 + prof.bonus + Int mod + 3 / damage on hit - 1d10 + Int + 3 radiance.
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