Arcane Suppressor are products of magical experimentation gone wrong. Many mage apprentices who have the misfortune of going beyond the safeguards of their master's, find the consequences of unbound magic deadly. Those who survive and cannot shake the thirst for arcane knowledge become Suppressors. Acting as bulwark against dangerous magic some schools train and employ Suppressors as guard for vaults or summoning rituals.
Becoming a Arcane Suppressor...
As a Level 1 Character:
Gain all the traits in the Core Arcane Suppressor Traits table.
Gain the Arcane Suppressor’s level 1 features, which are listed in the Arcane Suppressor Features table
As a Multiclass Character:
Gain the following traits from the Core Arcane Suppressor Traits table: Hit Point Die, proficiency with Tinker’s Tools, proficiency in one skill of your choice from the Arcane Suppressor’s skill list, and training with Light and Medium armor and Shields.
Gain the Arcane Suppressor’s level 1 features, which are listed in the Arcane Suppressor Features table. See the multiclassing rules in the Player’s Handbook to determine your available spell slots, adding half your Arcane Suppressor levels (round up).
Class Features
Arcane Suppressor Spellcasting
Beginning at 2nd level, you gain the ability to cast spells through arcane weapons as well as tools you are holding.
Your spells represent targeting matrices, force projectors, shield emitters, and battlefield analyzers rather than traditional arcane gestures.
Spellcasting Ability
Intelligence is your spellcasting ability. You use your Intelligence whenever a spell refers to your spellcasting modifier.
Spell save DC
8 + proficiency bonus + Intelligence modifier
Spell attack modifier
proficiency bonus + Intelligence modifier
Spellcasting Focus
Your Arcane Repeater or any arcane firearm counts as a spellcasting focus for your Arcane Suppressor spells.
Prepared Spells
You prepare spells in the same manner as an artificer.
Number of prepared spells =
Intelligence modifier + half your Arcane Suppressor level (rounded down)
Resource: Arcane Charges
You possess a pool of energy called Arcane Charges equal to:
- Intelligence modifier + proficiency bonus + class level.
- Arcane Charges can be used to create gadgets or tools
Regain all charges after a long rest and half after a short rest.
Gadgets:
Suppression Mines:
- Expending 1 Arcane Charge you make a Suppression mine
- Max of four can be maintained at once.
- Enemies within 20ft of a mine cannot benefit from invisibility and damage dealt from any source increases by +1d6
- Can be placed or thrown (30/60)
- Once used mines stay active for 3 rounds
Artisan Tools:
- Expend 1 Arcane Charge to create a set of artisan tools for up to 1 day
- If you do not have proficiency with the tools you gain proficiency with them
- Tools can only be made and maintained Once per long rest
Arcane Firearms:
Rhodonite Repeater(rifle):
Properties: Two-handed, Arcane, Reload (15), Suppressive
Suppressive: When you hit the same creature twice in one turn, its speed is halved until the start of your next turn.
Spinel Sidearm(light pistol):
Properties: Light, Arcane, Reload(8), Repeater
Repeater: When hitting the same target multiple times damage increases by +1d4
Carnelian Cannon(heavy pistol):
Properties: Heavy, Arcane, Reload(6), Concussive
Concussive: Target must succeed a DC 8 Dexterity save or be stunned until the end of their next turn.
Level 1 — Arcane Weapon, Combat Drone
You can use your Tinker's tools to change an Arcane Weapon changing the damage type to force. Weapon becomes a focus for spellcasting. (1 hour ritual once per day)
- You may only maintain Arcane Weapons equal to your Proficiency Bonus
- You can expend 3 Arcane Charges to summon a combat drone that follows you attacking targets you hit (only one drone may be made at once)
- Suppression Fire: When you hit a target using an Arcane weapon your drone fires a bolt of energy at the same target for 1d4 force.
Level 2 — Tactical Shield Harness
As a bonus action you deploy a frontal energy barrier.
- Duration: 2 rounds or until destroyed
- Shield HP = 10 + INT modifier.
- The shield provides half cover to you and creatures directly behind you within 5 ft.
- reduces movement speed by 10ft while active
- Recharge: once per short rest for free; otherwise costs 2 Arcane Charges.
Level 3 — Suppressor Path
Level 5 — Double Tap
- When you take the Attack action you may make a extra attack.
- Additionally your drone fires two bolts against the same target.
Level 6 — Shield Stabilizers
Your Tactical Shield improves:
- HP increases by your proficiency bonus
- While the shield is active you gain advantage on checks against being pushed or knocked prone.
Level 7 — Energy Efficiency
Arcane Charge costs of Combat Drone and Tactical Shield are reduced by 1 (minimum 1).
Level 9 — Sentinel Fire
Creatures you hit twice in a turn have disadvantage on their next attack roll before the end of their next turn.
As a bonus action you may enter Overdrive for 1 round gaining the following Effects:
- Arcane Weapon damage increases by +1d6
- You gain +10ft movement speed
- You ignore the loading or heavy properties of weapons
Uses: once per long rest.
Level 11 — Advanced Drone
- Combat drone now fires three bolts.
- Drone gains range attacks: (10/80)
- Drone Damage increases to 2d4 Force
- Additionally drones can now be commanded to attack targets separately with a bonus action.
Level 13 — Reinforced Shield
Tactical Shield improvements:
- Provides three-quarters cover to you
.
Level 14 — Continuous Fire
If you hit at least one creature each turn with your Arcane Repeater, you gain temporary HP equal to your Intelligence modifier(max 20 temp hp).
Level 15 — Mobile Bulwark
- You may move while maintaining Tactical Shield without penalty.
- Allies within 5 ft of you gain +1 AC while the shield is active.
Level 17 — Drone Barrage
Combat drone now fires four bolts.
Level 18 — Arcane Reactor
At the start of your turn regain Arcane Charge equal to your Intelligence modifier (minimum 1) if you are below half capacity.
Level 20 — Unstoppable Suppression
You gain the following benefits:
- You now have two Combat Drones active at once.
- Drone damage is now dealt to all creatures within 5ft of target
- Drone damage increased to 2d6 Force
- Tactical Shield costs no Arcane Charges 3/Per Day.
- While Overdrive is active, Arcane Weapon attacks ignore resistance to force damage.
Spells
Recommended spells
Cantrips
1st-Level Spells
2nd-Level Spells
3rd-Level Spells
4th-Level Spells
- Otiluke’s Resilient Sphere
5th-Level Spells
Subclasses
OPPORTUNITY SUPPRESSOR
Level 3 — Escalating Fire
Each consecutive hit on the same creature in a turn adds +2 force damage
Level 6 — Momentum Suppression
If you hit the same creature three times in one turn it gains the fear status.
Level 10 — Kill Reset
When you reduce a creature to 0 HP you regain Arcane Charge equal to your Intelligence modifier.
Level 14 — Total Suppression
Creatures hit by you or your drone three times cannot take reactions until their next turn.
BOOBY TRAP SUPPRESSOR
Level 3 — Modified Mine
As an action place a Modified Mine down(changes suppression mines).
- Trigger: enemy enters 10 ft radius.
- Effect: 3d6 force damage and knocked prone.
Uses: Intelligence modifier per long rest.
Level 6 — Chain Mines
When one mine detonates you may detonate another within 30 ft.
Level 10 — Enhanced Traps
Mine damage becomes
6d6 and radius increases to 15 ft.
Level 14 — Minefield
You may maintain up to five mines simultaneously.
PRECISION SUPPRESSOR
Level 3 — Tactical Insight
Add Intelligence modifier to initiative rolls.
Level 6 — Predictive Shielding
When Tactical Shield is deployed you take half damage from attacks made at range.
Level 10 — Arcane Targeting
Once per Round you may reroll a missed Attacks made with Arcane weapons.
Level 14 — Shield Supremacy
While your shield is active you take half damage from all Damage.