Artificer
Base Class: Artificer

Some Artificers don't know when to stop. They tinker and they fiddle and they make a mess. But sometimes it is these less refined Artificers who end up changing the course of history. You must fail and fail gloriously if you want to make a real difference and that is what the Galvanist knows. While other artificers prefer mechanisms, you are trying to understand how electricity works. You carry an arcane battery on your back that can fuel your attacks with the power of the storm.

Galvanist Spells

When you choose this archetype at 3rd level, you gain proficiency in Jewelers Tools and you learn the Lightning Lure and Shocking Grasp cantrips. If you already know one of these cantrips, you learn a different artificer cantrip of your choice. The cantrip doesn't count against your number of cantrips known.

Galvanist Spells

Artificer Level Spells
3rd Thunderous SmiteWitch Bolt
5th Hold PersonMirror Image
9th Call LightningThunder Step
13th Dimension DoorStorm Sphere
17th Destructive WaveSynaptic Static

Galvan Battery

Your arcane battery has number of charges equal to your intelligence modifier and regains all charges at the end of a long rest. You also gain two of the following abilities for your battery:

  • Shock: As a bonus action, you can choose up to two characters within 30-feet of you. All targets must make a Dexterity saving throw against your spell save DC. On a failed save they suffer 1d8 lightning damage. On a successful saving throw, they suffer half damage. When you use this ability, you can expend any number of additional charges to increase the amount of damage done by 1d8 for each additional charge used. Base cost: 1 charge.
  • Repulser wave: As an action enemies within a 15-foot radius of you must make a Constitution saving throw vs your Spell DC, or be pushed 15-feet away from you and suffer 1d8 thunder damage. Targets that successfully make the saving throw do not get pushed back and take half damage. Cost: 2 charges.
  • Projectile field: As a reaction you can produce a five-foot radius centered on you that non-magical projectiles cannot pass through. The field lasts until the end of your next turn. When you use this ability, you can expend any number of additional charges to increase the radius by 5-feet for each charge spent. Base cost: 1 charge.

Alternating Current

Starting at 5th level When you are hit by an attack you can use your reaction to reduce the damage taken by your Intelligence modifier and then you can choose to have a branch of electricity shoot back to the attacker if they are within 5 ft and they take lightning damage equal to your Intelligence Modifier.

Lightning Insulation

Also at 5th level, you've found a way to protect yourself from the constant electricity you work with. You have resistance to lightning damage.

Arcane Accumulator

At 9th level, you gain access to two of the following abilities from your battery

 

Self-destruct: As an action, you can overcharge your battery, expending all remaining charges to cause it to explode in a 30-foot radius. All characters in range during the explosion must make a Dexterity save. On a failed save, they suffer 1d4 lightning damage and 1d4 thunder damage. On a successful save, they suffer half damage. The amount of lightning and thunder damage is increased by 1d4 for each per each charge expended. The battery is destroyed in the explosion.

Absorption: As a reaction, when you would take Lightning or Thunder damage, you can choose to absorb it with your battery. If you do, you take no damage, and your battery regains 1 charge.

Jumpstart: Your body is fueled by electricity causing you to gain advantage on Dexterity (Initiative) checks.

Voltaic Surge

Once you have reached 15th level, you have learned how to make your Galvan Batteries greatest failure into your biggest success:

  • The additional damage from Galvan Battery (shock; repulser wave) increases to 1d10 for each charge.
  • Once per long rest if you fall unconscious while your Galvan Battery is active you can expend all your charges to shock yourself back to life and regain consciousness with 1 health and an additional 1d10 temporary hit points for each charge of the Galvan Battery expended.
  • You also gain additional way of using you arcane battery:
    • Redirection: When a character makes a non-critical ranged attack against you, and you are holding your battery, then you can use reaction to change the course of the projectile. If you do, make an Spell attack against a target within 30-feet of you, adding 1d8 lightning damage to the projectile's normal damage if it hits. This ability does not work on ammunition bigger than small. Base cost: 2 charges

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