The Strategist

An Artificer Strategist is an experienced mind on the battlefield, weaving tactics with artifice to gather the advantage and exploit weaknesses. These cunning engineers are known as Strategists, individuals who have dedicated their craft to the art of battlefield manipulation through ingenious devices and calculated precision.

Tool Proficiency

3rd level Strategist feature

You gain proficiency with tinker’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Strategist Spells

3rd level Strategist feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Strategist 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, Command
5th Silence, Heat Metal
9th Wind Wall, Conjure Barrage
13th Wall of Fire, Fabricate
17th Wall of Force, Mass Cure Wounds

Battle Ready

3rd level Strategist feature

When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:

Tactical Arsenal

3rd level Strategist feature

When you reach 3rd level you have developed a way to create various types of small devices that can be used to create an advantage on the battlefield. You can possess a number of these devices equal to your Intelligence Modifier at any one time. They can be thrown as a Bonus Action on your turn. The DC for their saving throws equals 8 + your Intelligence modifier + your proficiency bonus.

During a short rest, you can attempt an Intelligence check using your tool proficiency against a DC of 12. A successful check creates 1 device. During a long rest, you can safely and reliably create a number of them equal to your Intelligence Modifier.

Demolition Orb

You throw an orb up to 30ft away to a point you can see. Each creature in a 10-foot-radius sphere centred on that point must make a Dexterity saving throw. A target takes proficiency bonus * d6 force damage and falls prone, on a success they take half damage and do not fall prone. Objects, Structures and Constructs caught in the blast take double damage.

Arcane Bulwark

You throw a flat disc up to 20ft away to a point you can see. Upon landing, an opaque, arcane barrier immediately appears above the disc that provides half cover to creatures behind it. The bulwark and disc have the following traits:

Fog Canister

You throw a canister up to 30ft away to a point you can see, upon landing the canister immediately emits a cloud of fog that has the same properties of the Fog Cloud spell.

Dazzle Charge

You throw a charge up to 20ft away to a point you can see, it detonates in a flash of bright colour and concussive sound. Creatures within 10ft and line of sight of the device must succeed on a Constitution Saving Throw or become blinded and deafened until the end of their next turn.

Extra Attack

5th level Strategist feature

Starting at 5th level, you can attack twice, rather than once, whenever you take the attack action on your turn.

Tactical Tinkering

At 9th level you’ve learnt to combine the effects of your devices together, when you use a bonus action on your turn to use a device from your Tactical Arsenal you can expend a use of another one of your devices to enhance the effects of the primary device thrown:

Demolition Orb (+ Arcane Bulwark): Enemies caught in the blast of your Demolition Orb must succeed a Dex save or be restrained in arcane matter, action to escape on their turn.

Arcane Bulwark (+ Fog Canister): Your Arcane Bulwark is now opaque and conceals you as long as you have cover from the device. You are invisible while taking cover behind a bulwark enhanced in this way.

Fog Canister (+ Dazzle Charge): Creatures of your choosing that enter the fog cloud created by your device must succeed a Dex Save or be outlined in light in the same manner as a Faerie Fire spell.

Dazzle Charge (+ Demolition Orb): Creatures that fail their save against your dazzle charge take an extra 3d6 thunder damage, halved on a success.

Strategic Mastermind

At 15th level you’ve mastered strategic positioning and equipment to ensure your victory in battle.