Artificer
Base Class: Artificer

The Kinetic Cardmaster is an artificer who has mastered the art of imbuing mundane objects, particularly playing cards, with explosive arcane energy. Inspired by the legendary Gambit of the X-Men, these artificers are often seen as charming rogues with a knack for mischief and a flair for the dramatic. They hail from a secretive guild that blends street-smart cunning with advanced magical engineering, using their unique talents to both entertain and devastate. Their origins trace back to a mysterious figure who once roamed the world, leaving behind a legacy of enchanted cards and whispered legends of his daring exploits.

Kinetic Charge

You can infuse small objects with kinetic energy. As a bonus action, you can charge a number of objects equal to your proficiency bonus. These objects explode on impact, dealing an additional 1d6 force damage. Damage increases to 2d6 at level 5.

Kinetic Cards

You gain proficiency with playing cards as a weapon. They are considered finesse and thrown weapons with a range of 20/60 feet, dealing 1d6 slashing damage. You can use your Intelligence modifier for attack and damage rolls with these cards.

Arcane Jolt

When you hit a target with a magic weapon attack or your Kinetic Cards, you can channel magical energy to create one of the following effects:

    • The target takes an extra 2d6 force damage.
    • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points.

 

Kinetic Constructs

You can create constructs charged with kinetic energy. As an action, you can expend a spell slot to create a construct with hit points equal to 5 times the spell slot level. The construct lasts for 1 hour or until it is reduced to 0 hit points. It has an AC of 15 and can make melee attacks dealing 1d8 + your Intelligence modifier force damage.

Kinetic Mastery

You can charge larger objects with kinetic energy. As an action, you can charge an object up to the size of a medium creature. The object explodes on impact, dealing 6d6 force damage to all creatures within a 10-foot radius (Dexterity saving throw, half damage on success, DC equal to 8 + your proficiency bonus + your Intelligence modifier).

Ultimate Gambit

Once per long rest, you can unleash a devastating attack. As an action, you can throw a charged card that explodes in a 20-foot radius. All creatures within the radius must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier), taking 10d6 force damage on a failed save, or half as much on a successful one.

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