Artificer
Base Class: Artificer

The electrician is an inventor who's harnessed the power of lightning to give power and life to their magics and creations.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Electrician Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you know or can prepare. 

Electrician Spells
Artificer    LEVEL                 SPELLS

3rd

floating disklightning lure, witch bolt

5th

flame bladehold person

9th

lightning arrowsending

13th

confusionresilient sphere

17th

hold monstersynaptic static

Electrician's Resilience

Starting at 3rd level, your constant exposure to electricity has made you more resilient than most, giving you resistance to lightning damage. Additionally, you have advantage on saving throws for avoiding or ending the effects of 'stunned' or 'paralyzed' on yourself.

Mechanical Familiar

Beginning at 3rd level, you can use this ability to cast the 'Find Familiar' spell without using a spell slot. Once you use this ability to cast this spell, you can't do so again until you complete a short or long rest. When you cast this spell using this ability apply the following changes to the familiar:

  • The materials needed for the spell are changed to consuming 10G of scrap metal.
  • The creature type is changed to a construct.
  • The familiar gains immunity to poison and psychic damage. Additionally, it gains immunity to the Charmed, Frightened, and Poisoned conditions.
  • The familiar gains increased increased hit points equal to 2 X your Intelligence Modifier (minimum +1). The Familiar also gains a bonus to its' AC and all of its' saving throws equal to your proficiency modifier.
  • The Familiar regains 2D6 hit points if the mending spell is cast upon it.
  • The familiar gains the unique action to self destruct. Upon using this action it immediately drops to 0 hit points, and each creature within 5 feet of it must make a Dexterity saving throw; the DC for this effect is your spellcasting modifier. Affected creatures take 2D8 force damage, or only 1/2 as much on a successful save. This damage increases as you level up in this class to 3d8 at 5th level, 4d8 at 10th level, and 5d8 at 15th level.
  • If the familiar drops to 0 hit points it doesn't automatically disappear, unless it used its self destruct action, or was destroyed beyond repair at DM discretion. If the familiar was at 0 hit points for no more than 1 hour you can either spend 1 minute and half the material cost of summoning it, or cast mending on it, to heal it 2D6 hit points and bring it back to life.

Overload

Starting at 5th level, you've learned how to store some of the excess electricity you use in your body in the form of Charges called Overloads. You can store a number of these Overloads equal to 1 + your Constitution modifier (minimum of 1), and all Overloads you have stored disappear when you complete a short or long rest. You gain one overload each time you spend a spell slot of 1st level or higher to cast a spell that's on your 'Electrician's spell list', or one not on the list that deals lightning damage. You also gain one Overload if you take at least 10 lighting damage, from a source other than yourself, after resistance is accounted for. You can spend your stored Overloads in the following ways:

  • When you land a melee weapon attack you can add 1D8 lighting damage to the damage roll for each Overload you choose to spend.
  • As a reaction if your 'mechanical familiar' touches a creature you can spend any number of Overloads and force that creature to make a Dexterity saving throw against your spellcasting DC. If they fail this save they take 1D8 lightning damage per Overload spent.
  • When you cast a spell that deals lightning damage you can add one additional damage die to one damage roll from the spell for every two Overloads you choose to spend.

Stunning Defense

At 9th level, if you are hit by a melee attack you can spend a number of your overload charges and use your reaction to force the attacker to make a Constitution saving throw against your spellcasting DC, if they fail they take 1D8 lightning damage per overload charge spent are stunned until the start of their next turn. If they succeed on this save they only take 1/2 damage and are not stunned.

Grand Invention

When you reach 15th level in this class you create a genial invention, allowing you to select from one of the following options upon gaining this feature:

Battery Pack

You gain the option to spend 10 minutes, 1lb of copper and one vial of acid to create a 'Battery Pack' that can store your Overloads in. The Battery Pack can hold a maximum number of Overload charges equal to your Intelligence modifier. While you have the Battery Pack on your person you can use your bonus action to either store or take any number of Overloads in the 'battery pack'. You can only store Overloads in one battery at a time. Overloads stored in a battery do not disappear after a short or long rest.

As an action you can toss a charged battery pack up to 60 feet away to a point you can see and have it explode there. Each creature in a 15 foot cube centered on where it explodes must make a Dexterity saving throw. On a failure they take 1D8 lightning damage for each Overload charge still in the battery, and they only take 1/2 as much damage on a successful save.

Electrically Animated Body

You spent time researching how you can use electricity to animate the dead. You can perform a 10 minute ritual on at least 2 dead humanoids and summon a Flesh Golem. You can only have one Flesh Golem active at a time. The Flesh Golem uses the stats from the monster's handbook, however it gains a bonus to its' AC, and damage rolls, equal to your Intelligence Modifier. If the mending spell is cast on your Flesh Golem it regains 2D6 hit points. You can issue simple commands to your Flesh Golem using your Bonus Action, which it will attempt to follow. If you do not give it a command, it will only try to defend itself.

Lightning Firearm

You can spend 10 Minutes and 5lbs of metals to create a two handed electrical device. You can only have one of these devices created at a time. While it's active, you can use a bonus action to add any number of Overloads you currently have to the device to charge it. The charges stored in the device only last until you take a short or long rest.

You can use this device as your spellcasting focus. Additionally while you're wielding this device and it has at least one overload charge in it you can add your intelligence modifier to the damage roll from any spell you cast that deals lighting damage. The damage bonus applies to one damage roll of a spell, not multiple rolls.

While you are wielding this device you can use your action to spend a varying number of charges that are stored in it to cast one of the following spells without any verbal, somatic, or material components.

- You can spend two charge to cast Witch Bolt at 1st level. However, it does not require your concentration, but if you cast witch bolt again the first one immediately ends.
- You can also spend four charges to cast Lightning Bolt at 3rd level.
- Finally you can spend eight charges to cast Chain lightning at 6th level.

Previous Versions

Name Date Modified Views Adds Version Actions
4/28/2021 4:43:07 PM
2
1
2.0
Coming Soon
4/28/2021 5:02:34 PM
2
1
2.0.1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes