Artificer
Base Class: Artificer

Elemental binding is an ancient magical practice that harnesses the power of elemental spirits through specialized arcane vessels. While the gnomes of Zilargo have refined this art into a sophisticated form of magical engineering, elemental binders adapt these techniques to their own creations, using bound elementals to empower their magic.

Through your Elemental Apparatus, you channel elemental might directly into your spells. Whether drawing upon the fury of a fire elemental, the swiftness of an air elemental, the resilience of an earth elemental, or the adaptability of a water elemental, you have learned to transform the raw power of the elements into a potent magical force.

Level 3: Tools of the Trade

You gain the following benefits.

Tool Proficiency. You gain proficiency in Jeweler's Tools.
Elemental Crafting. You halve the crafting time required for magic items that deal Acid, Cold, Fire, Lightning, or Thunder damage or grant resistance or immunity to one of those damage types.

Level 3: Expanded Spell List

You add the following spells to your Artificer class spell list, allowing you to prepare any of these spells when you have spell slots of the corresponding levels.

  • Level 1: Absorb Elements, Burning Hands, Earth Tremor, Ice Knife, Thunderwave, Witch Bolt
  • Level 2: Dust Devil, Flaming Sphere, Melf's Acid Arrow, Snilloc's Snowball Storm
  • Level 3: Call Lightning, Erupting Earth, Fireball, Tidal Wave
  • Level 4: Conjure Minor Elementals, Elemental Bane, Summon Elemental
  • Level 5: Control Winds, Immolation, Maelstrom, Transmute Rock

Level 3: Elemental Apparatus

You gain a mystical device called an Elemental Apparatus. If it is lost or damaged, you can replace or repair it over the course of a Long Rest using a set of Jeweler's or Tinker's Tools. An Elemental Apparatus is held in one hand and used as a spellcasting focus for your Artificer spells. In addition, you gain the following ability:

Elemental Attunement: Choose an elemental attunement, Air, Earth, Fire, or Water. You can change which elemental attunement is bound to your Elemental Apparatus over the course of a Long Rest. You gain the listed benefits of your chosen elemental attunement while wielding or carrying your Elemental Apparatus.

  • Air Elemental: You can change the damage type of your spells and weapon attacks to Lightning damage. In addition, your speed increases by 5 feet.
  • Earth Elemental: You can change the damage type of your spells and weapon attacks to Acid damage. In addition, your Armor Class increases by 1.
  • Fire Elemental: You can change the damage type of your spells and weapon attacks to Fire damage. In addition, you gain a +1 bonus to spell attack rolls.
  • Water Elemental: You can change the damage type of your spells and weapon attacks to Cold damage. In addition, when you cast a spell that has a duration of 1 minute or less, you can increase its duration by 1 round.
Air Elemental

You can change the damage type of your spells and weapon attacks to Lightning damage. In addition, your speed increases by 5 feet.

Earth Elemental

You can change the damage type of your spells and weapon attacks to Acid damage. In addition, your Armor Class increases by 1.

Fire Elemental

You can change the damage type of your spells and weapon attacks to Fire damage. In addition, you gain a +1 bonus to spell attack rolls.

Water Elemental

You can change the damage type of your spells and weapon attacks to Cold damage. In addition, when you cast a spell that has a duration of 1 minute or less, you can increase its duration by 1 round.

Level 5: Elemental Potency

As a bonus action, you can change your current Elemental Attunement to another type. You can do so a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a Long Rest.
In addition, once per turn when you cast a spell that naturally deals the damage type of your current Elemental Attunement, you can add your Intelligence modifier to one roll of the spell's damage.

Level 9: Primordial's Freedom

You can release the elemental bound within your Elemental Apparatus, allowing it to manifest alongside you. As an Action, you can cast Summon Elemental without expending a spell slot or requiring Material components. When you cast the spell this way, the elemental spirit summoned by the spell must correspond to your current Elemental Attunement: Air, Earth, Fire, or Water.

The elemental summoned by this spell remains for the spell's duration, and you don't need to maintain Concentration on the spell. Once you use this feature, you can't use it again until you finish a Long Rest.

Level 15: Elemental Fury

You gain the following benefits.

Elemental Absorption. You gain Immunity to the damage type associated with your current Elemental Attunement. This immunity changes whenever you change your Elemental Attunement.
Primal Outburst. As a Bonus Action, you can overload your Elemental Apparatus, causing it to unleash a violent elemental explosion. Each creature of your choice within 15 feet of you must make a saving throw against your spell save DC. On a failed save, a creature takes 8d6 damage of the type associated with your current Elemental Attunement, or half as much damage on a successful one.

Once you use this benefit, your Elemental Apparatus becomes damaged and can't be used until you repair it. You can repair the apparatus by spending a Long Rest using Jeweler's Tools or Tinker's Tools.

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