Base Class: Artificer
Magneticists are masters of manipulating and making use of a special type of mineral known as Arcanovoltaicite. This mineral makes use of magical energy in order to move enemies around the battlefield with precision and intelligence. Magneticist Artificers are masters of battlefield manipulation.
Tool Proficiency
3rd-level Magneticist feature
You gain proficiency with Jeweler's Tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Magneticist Spells
3rd-level Magneticist feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Magneticist Spells table. These spells count as Artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Magneticist Spells
|
Artificer Level |
Spells |
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Electromagnetic Disruptor Apparatus
3rd-level Magneticist feature
Your work with Arcanovoltaicite has given you the ability to create an Electromagnetic Disruptor Apparatus; a powerful weapon that channels the electricity within the mineral in order to make use of powerful destructive effects.
- While wielding this weapon, when you take the Attack action, you can make a ranged spell attack against a creature within 60 feet of you. On a hit, the target takes lightning damage equal to 1d10 + your Intelligence modifier. Before you make an attack using this feature, you can choose to expend an Artificer spell slot in order to deal lightning damage to the target on a hit, in addition to the initial damage of the feature. The extra damage is 2d10 for a 1st-level spell slot, plus 2d10 for each level higher than 1st, to a maximum of 10d10. The damage increases by 2d10 if the target is a construct, to a maximum of 12d10.
If you lose your Electromagnetic Disruptor Apparatus, while holding your Jeweler’s Tools you can transfer the energy from one stone into another of similar quality. Tinkering for 1 hour, you can convert a precious stone worth at least 50 GP into Arcanovoltaicite. Doing this causes your previous Electromagnetic Disruptor Apparatus to be rendered inert and unusable.
Flux Susceptibility
3rd-level Magneticist feature
As a bonus action, you can assign one creature with a positive polarity and one with a negative polarity in order to force them closer to each other. While wielding your Electromagnetic Disruptor Apparatus, choose two creatures you can see, both within 60 feet of you. Those two creatures must each make a Strength saving throw against your Spell Save DC. On a failure, the target is pulled 10 feet towards the other (each target can succeed or fail the check separately). If the two would enter the same space through this effect, both targets take 2d6 Bludgeoning damage. Movement through this ability does not trigger opportunity attacks, and if they would collide with a different creature or object, then the creature or object they collide with also takes the damage. You can do this a number of times equal to your Intelligence modifier and regain all expended uses upon taking a long rest. When you use this effect, you can also choose to expend a spell slot (of any level). If you choose to do this, the targets make the saving throw at disadvantage.
Alter Polarity
5th-level Magneticist feature
While wielding your Electromagnetic Disruptor Apparatus, you can, as a bonus action, change the polarity of your Apparatus. There are two polarities that you can choose from; Positive or Negative.
- Positive - When you hit a target with an attack from your Electromagnetic Disruptor Apparatus, you can pull the target up to 10 feet towards you in a straight line.
- Negative - When you hit a target with an attack from your Electromagnetic Disruptor Apparatus, you can push the target up to 10 feet away from you in a straight line.
Superconduction
9th-level Magneticist feature
When you use an effect to move another creature, you can choose to force that creature to make a Dexterity saving throw. On a failure, that target is knocked prone. You can do this a number of times equal to your Intelligence modifier and regain all expended use upon taking a long rest. In addition, attacks made using your Electromagnetic Disruptor Apparatus are not made at disadvantage when made against a prone target.
Overload Battery
15th-level Magneticist feature
While wielding your Electromagnetic Disruptor Apparatus you can, as an action, choose to force the battery of your Apparatus to overload. When you choose to do this, you can throw the device up to 30 feet away. The device then explodes. All creatures within 30 feet of the device must make a Dexterity saving throw. On a failure, they take 20d6 lightning damage and are paralyzed for 1 minute. On a success, they take half damage and are not paralyzed. Creatures can make a Constitution saving throw against your Spell Save DC at the end of each of their turns to attempt to escape the paralysis effect. After using this effect, your Electromagnetic Disruptor Apparatus is considered inert and unusable; you cannot use any effects that involve using your Apparatus until you spend the time to create a new one.
Comments