Artificer
Base Class: Artificer

Sublighters are a special type of artificer fascinated with speed and momentum. Using specialized magical contraptions capable of harnessing the power of energized light particles, known as Sublight Harnesses, these speed-addicted inventors are able to reach near-lightspeed.

Tools of the Trade

Beginning when you choose this specialization at 3rd level, you gain proficiency with Smith's tools.

Sublighter Spells

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

Sublighter Spells

Artificer Level Spell

3rd

guiding bolt, longstrider

5th

mirror image, blur

9th

daylight, haste

13th

dimension door, freedom of movement

17th

teleportation circle, passwall

Sublight Harness

Also at 3rd level, you’ve developed a special piece of armor imbued with magically energized light particles, known as a Sublight Harness. While wearing your Sublight Harness, you gain a bonus to your initiative rolls equal to your Intelligence modifier and your movement speed increases by 15 feet. In addition, you gain the following abilities:

Sublight Dash. As a bonus action, you can take the Dash action. Each creature within 5 feet of the space you leave takes radiant damage equal to your proficiency bonus.

Sublight Strike. You can use your Sublight Harness to empower your unarmed strikes. You add your Intelligence modifier, instead of your Strength modifier, to the attack and damage rolls of this special unarmed strike. It deals 1d6 radiant damage on a hit.

Due to the complex nature of the Sublight Harness, you are the only one who can use it. In addition, if you lose your harness, you can create a new one at the end of a long rest, provided you have a set of Tinker's tools on hand.

Extra Attack

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Improved Harness

At 9th level, you’ve improved the abilities of your Sublight Harness. You gain resistance to radiant damage. In addition, the abilities of your Sublight Harness feature improve in the following ways:

Sublight Dash. After using your Sublight Dash feature, you ignore the effects of difficult terrain and gain the ability to move along vertical surfaces and across liquids without falling until the end of your current turn.

Sublight Strike. The damage of your Sublight Strike feature increases to 2d6.

Energized Emitter

At 15th level, you’ve managed to further improve your Sublight Harness, allowing you to not only improve your own speed but also that of your allies. While wearing your Sublight Harness, you gain the following benefits:

- Your movement speed increases by 15 feet.

- Other creatures have disadvantage on attacks of opportunity against you.

- You have advantage on Dexterity saving throws.

In addition, as a bonus action, you can choose to emit a 30-foot-radius sphere of energized light particles centered on you. The sphere moves with you and lasts for up to 1 minute, or until you are incapacitated. For the duration, creatures of your choice within the sphere gain the same benefits.

You can use this feature once per short rest.

 

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