Artificer Speciality - Navigator


Few positions are more crucial aboard a ship than the Navigator - the one responsible for charting the courses, avoiding natural hazards, and making sure that the ship doesn't fall victim to the unexpected. Masters of positioning and guiding their allies, artificers who follow the path of the Navigator are able to use the battlefield's shape to their advantage.

Tool Proficiency

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

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

Level Spells
3rd Longstrider, Sanctuary
5th Augury, See Invisibility
9th Call Lightning, Clairvoyance
13th Control Water, Storm Sphere
17th Control Winds, Commune with Nature

Perfect Positioning

You can read the winds of battle, choosing the perfectp lace to strike from. From 3rd level at the start of your turn roll a d6. When you are 5ft x the result of the d6 away from a creature they have disadvantage on saves against your Artificer spells, and you have advantage on attack rolls with artificer spells against them.

Guiding Spell

At 5th level whenever you deal damage with an Artificer spell, you can choose to either guide your allies to the truth, or lead your foes astray. You either add the highest damage dice roll to the next attack roll made against the target, or subtract it from the target's next attack roll. For instance, if you cast Firebolt and roll 2d10, receiving a roll of 3 and 7, you could choose to either add or subtract 7 from the relevant attack rolls.

If you cast a spell on a creature that does not deal damage, Guiding Spell's number is treated as equal to half your proficiency bonus (rounded up).

Advanced Guiding Spell

At 9th level your Guiding Spell is stronger. Whenever an attack that benefits from Guiding Spell exceeds the target's AC by 5 or more, it deals critical damage. Whenever an attack that suffers from Guiding Spell misses by 5 or more, the target is knocked off balance by their failure, falling immediately prone and setting their speeds to 0 until the end of their turn.

In addition, damaging spells now also have a minimum on your Guiding Spell roll equal to half your proficiency bonus (rounded up).

Perceptive

Also from 9th level you add your Intelligence modifier to Wisdom ability checks, and vice versa.

Charted Path

Finding the path to your chosen goal becomes as second nature as breathing. At 15th level as an action you can cast Find the Path spell at will.

Perfect Navigation

Also at 15th level, at the end of a short or long rest you can choose to gain one of the following effects so long as you have at least one Infused item either equipped or carried. The effect lasts until you die or choose a different effect, and do not require concentration.

  • The Freedom of Movement spell.
  • The True Seeing spell.
  • The Far Step spell.