Base Class: Rogue
A loud crack, the smell of ozone and a steaming hole driven though the target. These are definitive signs a Gaussblade was the culprit. Gaussblades are a type of rogue artificer that uses a specialized magnetic gauntlet to assassinate targets at a distance.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with Tinker's Tools and your Gauss Gauntlets.
The Gauss Gauntlets are a concealable gauntlets that allows you to retrieve or throw any metallic object that might conceivably have the thrown and Light weapon properties within 60 feet. You can retrieve and throw an object in the same action when making a weapon attack. If you throw an actual weapon you may double its damage dice otherwise the object deals 1d4 of the damage the object would likely deal.
Gauss charge effects
When you choose this archetype at 3rd level, you can use your understanding of the gauss gauntlet to pull off a few special tricks. You gain Gauss Charges equal to your Intelligence modifier + proficiency bonus. These charges are restored at the end of a long rest.
Saving Throws. Some of your Gauss charge abilities require your target to make a saving throw to resist its effects. The saving throw DC is calculated as follows:
Gauss save DC = 8 + your proficiency bonus + your Intelligence modifier.
Gauss charge effects
Polarize
Starting at 9th level, as an action or bonus action grant a medium or smaller creature or object you touch a positive or negative charge. An unwilling creature must succeed on a wisdom saving throw against your Gauss Save DC or become charged.
The first time charged target moves toward something with the same charge that turn they lose 10 feet of movement. Charged targets moving towards opposite charges gain 10 feet instead. Only two creatures or objects can suffer from this effect at a time and you can remove the charge by touching the target.
Ferromagnetic Strike
At 13th level, as an action you can make a thrown weapon attack with devastating force. Make the attack roll as normal. The target takes 4d8+ your sneak attack dice as force damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage.
Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.
You can do this a number of time equal to your Intelligence modifier and regain all uses at the end of a long rest.
Linear Driver
Starting at 17th level, when you hit a creature with an object thrown with your gauntlet you can make a second attack against a target within 20 feet and directly behind the initial target using the same projectile.
Previous Versions
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