Artificer Speciality - Lancer


Though most Artificers focus their tinkering on scientific exploits, the Lancers are a discipline that are focused around a singular weapon of war - a pile bunker. This hulking monstrosity of metal is typically strapped to one arm, and serves as a penetrating weapon as much for destruction of objects as it is for creatures. A Lancer takes the lead on the battlefield, forming part of the vanguard and using their deadly weaponry to disrupt foes who might stand behind armour or cover.

Though usually deployed as part of official militaries, Lancers find their home in adventuring parties just as easily - after all, why pick a lock when you could simply crush the door?

Lancer Proficiencies

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

Pile Bunker

Starting at 3rd level, you learn how to construct your Pile Bunker. This serves as a melee weapon you are proficient with, though the nature of its construction is unique to you, and other creatures are unable to gain proficiency with it. A typical pile bunker is a massive hunk of iron that uses explosive, magical charges to propel forwards a stake, fist, or drill to deal massive damage.

When you gain this level, choose one of the following pile bunker types.

Bunker Type Features
Stake 1d10 Piercing Damage, 15ft Reach. This can pierce through Total Cover, and does not suffer disadvantage or an increase to AC for attacking a creature through cover.
Power Fist 1d12 Bludgeoning Damage. On a successful hit this pushes the target creature back 10ft.
Drill 1d8 Slashing damage. Hitting with this reduces the target's AC by 1. This stacks with each hit up to your proficiency bonus. The AC reduction ends on completion of a short or long rest.

You (and only you) can use your intelligence score in place of strength for your attack and damage rolls with this weapon, and it is a viable target for your Infusions. Regardless of what form your Pile Bunker takes, it deals quadruple damage to objects and always attacks them with advantage. It weighs 20lbs, and counts as having a value of 1sp or larger for the purposes of spell components.

After you take the attack action with this weapon, it is not usable on your next turn as it needs time to rearm itself. You can bypass this delay by spending your bonus action to rearm it faster.

If you ever lose your pile bunker you can construct a new one as part of a long rest so long as you have Smith's Tools available.

Lancer Spells

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

Lancer Spells
Level Spells
3rd Longstrider, Shield
5th Kinetic Jaunt, Knock
9th Ashardalon's Stride, Thunder Step
13th Fabricate, Freedom of Movement
17th Destructive Wave, Steel Wind Strike

Enchanted Bunker

From 5th level you're able to better utilise the magic inherent in your bunker's machinery. Once per turn when you attack with your Pile Bunker and hit, you may immediately affect the target with one artificer cantrips that you know that targets one creature. If this has an attack roll, it is treated as automatically hitting. If it has a saving throw, the target is treated as having failed their save.

In addition, infusing your pile bunker no longer counts as one of your active infusions.

Pierce Through!

From 9th level your experience with lugging your pile bunker around has paid off, allowing you to better wield your signature weapon.

  • Your movement speeds increase by 10ft while wielding your pile bunker.
  • A successful hit with your pile bunker now critically strikes objects whenever it successfully hits.
  • If you move 20ft or more in a straight line towards a creature and then attack it with your Pile Bunker, you have advantage on the attack. In addition if it hits the target must succeed on a strength saving throw or be staggered by their blow, losing their next Action.

Thunderous Thrust

At 15th level the enhancements to make to your pile bunker give it even further stopping power. On a successful hit against a target, you deal 1d8 Thunder damage to all creatures (other than you) within 5ft of the target. In addition, whenever you critically strike with your pile bunker it stuns the target until the end of your next turn.