Geistjager Artisan Specialization

Geistjagers are Drakungheist’s ghost hunters, specialists who use harness fulgurite technology to inflict damage on supernatural beings that might normally be beyond the influence of mere mortals. They operate in teams of four, using their lighting projectors to capture incorporeal beings and deposit them in the Eindammung, a secret location somewhere in the basement of the Gottesaugeturm. They are exclusively issued the lightning projectors known as blizgeweher.

Tools of the Trade

When you adopt this specialization at 3rd level, you gain the fulgur engine blueprint and tinker’s tools. If you already have these proficiencies or blueprints, you gain an artisan’s tool proficiency or an engine blueprint of your choice. You are also proficient with the lightning projector.

Afraid of No Ghost

At 3rd level, you have advantage on saving throws against being charmed or frightened.

Otherworldly Perception

Also at 3rd level, you can see any creature within 30 feet that is invisible or on the Ethereal Plane. You can pinpoint such a creature that is moving. If you are wearing an ektobrille, you can detect invisible or ethereal creatures out to 60 feet.

Spirit Pull

At 5th level, as a bonus action, you can use your lightning projector to strike at one creature of your choice that you can see within 15 feet. The target must succeed on a Dexterity saving throw or be pulled up to 10 feet in a straight line towards you.

Ensnare Spirit

At 8th level, when you hit a target with a lightning projector, it takes an extra 2d6 force damage, its speed is reduced by 10 feet, and it takes 2d6 force damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to try to escape the projector with a successful Strength (Athletics) check against your save DC. Otherwise, the ensnaring blast lasts for 1 minute or until you use this option again. The force damage increases to 4d6 when you reach 15th level in this class.

Spirit Trap

At 15th level, you can create an extradimensional trap to contain incorporeal beings. Using tinker’s tools, a fulgur engine, and a day of work, you can create a spirit trap known as an eindammung in Drakungheist. As an action, you can empty a geisterfalle into the spirit trap, which allows the geisterfalle to be used again. The spirit trap is a demiplane that can be entered by no other means except a wish spell or by depositing a spirit trapped by a geisterfalle into it. A creature can leave the demiplane only by using magic that enables planar travel, such as the plane shift spell. The demiplane resembles a stone cave 1,000 feet in diameter with a ceiling 100 feet high. The spirit trap can’t be harmed from within the demiplane. If the spirit trap is destroyed, the demiplane disappears, and everything inside it appears around the spirit trap’s rubble. The demiplane is otherwise indestructible.

Section 15: Copyright Notice

5E RPG: Steampunk Adventures. Copyright 2022, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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