Base Class: Artificer
Jumpers are the elite of Axia being powerful up close, from a far and anywhere in between. These Artificers have had the highest training to achieve this level of prowess.
Bonus Proficiencies
3rd-level Jumper feature
You gain proficiency with Firearms, Medium Armor and 1 Martial Weapon of your choice.
Jumper Spells
3rd-level Jumper feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Jumper Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Jumper Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Jumper Kit
You have tinkered with your backpack turning it into your Jumper Kit. This has 3 functions at level 3
Increases your movement speed by 10 feet
Doubles your jump height
Lets you wall run
Extra Attack
5th-level Jumper feature
Your training from the University of Axia is kicking in. If you take the attack action on your turn, you can attack up to 2 more times.
Upgraded Kit
9th-level Jumper feature
Due to heavy Tinkering with your Jumper Kit it has gained 2 more features
A robotic arm which can strike enemies for 2d10 force damage
A mounted gun which can shoot enemies for 2d12 Piercing damage
Tesla Rifle
15th-level Jumper feature
After Tinkering with your Jumper Kit even further, gain an extra weapon.
Tesla Rifle dealing 8d8 lightning damage and chaining to any hostile within 10 feet up to 5 times.
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Posted Apr 8, 2026peak