Artificer
Base Class: Artificer

Sometimes, Artificers don't know when to stop. They tinker, they fiddle, and they just plain make a mess. But sometimes, it's these less refined Artificers who end up changing the course of history.

You must fail, and fail gloriously if you want to make a real difference, and that is what the Galvanist knows - they wish to change the world for better or worse through the use of their magic.

Conduit Caster

When you choose this archetype at 3rd level, you gain proficiency in Jeweler's Tools. You also learn the Shocking Grasp cantrip, which count as an Artificer spell for you.

Galvanist Spells

You always have certain spells prepared after you reach particular levels in this class, as shown in the Galvanist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Galvanist Spells

Artificer Level Spells
3rd Thunderwave, Guiding Bolt
5th Hold Person, Mirror Image
9th Call Lightning, Lightning Bolt
13th Dimension Door, Storm Sphere
17th Telekinesis, Modify Memory

 

Galvanic Battery

At 3rd level, your genius has come to fruition. You have a Galvanic Battery, which is a Tiny contraption of your design that sheds dim light in a 5 ft. radius - it is either worn or embedded in armor, and can be used as a spellcasting focus. Its function is to try and harness and amass immense amounts of arcane power in battle.

Activate Battery. Using your Jeweler's Tool's, you can use a bonus action to start charging your Galvanic Battery. The charge lasts for 1 minute, or until you drop it or its charge is expended. Once activated, the Battery gains 1 charge at the start of each of your turns, up to 6 charges total. Your movement speed increases by 5 ft. for each charge your Galvanic Battery has. 

Galvanic Lightning. Once per turn, after you deal damage to a creature with an attack or spell, you can choose to deal and additional 1d8 lightning damage for each charge that your Battery has to that target, or another target within 15 ft. of the original target. If you roll the same number on any of the d8's for this damage, the Battery becomes unstable, and explodes - each creature within 10 ft. of you must make a Dexterity saving throw against your Spell Save DC, taking lightning damage equal to the total what you roll on the d8's that caused it to become unstable, or half as much on a success. For example, if you roll two 4's on 2d8, you would take 8 lightning damage on a failure, or 4 on a success. You automatically fail the saving throw in this way.

Galvanic Discharge. As a bonus action, you can safely expel any charges in the Battery, causing it to become inert. Alternatively, you can choose to have your Galvanic Battery explode, as shown above. If you cause it to explode in this way, you have advantage on the saving throw instead of failing automatically.

Once you charge your Galvanic Battery, you cannot do so again until you finish a short or long rest, or until you expend a spell slot of 1st level or higher.

Alternating Current

At 5th level, your ingeniousness knows how to protect you.

When you are hit by an attack roll, you can use your reaction to reduce the damage you take by a number equal to your Intelligence modifier (minimum 1). If you do so, you can choose to have a jolt of electricity shoot back at your attacker if they are within 60 ft. of you, taking Lightning damage equal to your Intelligence Modifier.

Arcane Accumulator

At 9th level, your Galvan Battery can store even more excessive amounts of unbridled arcana, allowing you to adapt to a number of situations.

Any spell you cast ignores resistance to Lightning damage, and you treat Immunity to Lightning damage as Resistance, instead. As well, when you roll for extra damage when using your Galvanic Battery, you can choose to add one extra die to the total for that damage roll.

You can add this extra die a number of times equal to your proficiency bonus, and you regain any expended uses when you finish a long rest.

Voltaic Surge

Once you reach 15th level, you know how to make your Galvanic Battery's failures into its greatest success.

The damage die for your Galvanic Battery changes to a d10.

As well, when you would drop to 0 hit points, and your Galvanic Battery is active, you can expend all of its charges and shock yourself awake - you regain consciousness with 1 hit points, and 1d8 temporary hit points per charge in the Battery. You can have this happen once before you must finish a long rest.

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