Artificer
Base Class: Artificer

One blessed with an affinity and influence over the technology of their time. Able to manipulate machinery and gadgets through their will to variant outcomes, those who master these talents are able to enhance both themselves and allies with magically affluent metal and trinkets, and even manipulate metal work into shape through their mind alone. 

Scrap by Scrap

At 3rd level, you now can sense machinery within 15ft of your person. This includes any device that utilizes electricity, coal, steam, or similar fuel sources to achieve a function. This can range from as simple as a pocket watch, to as complex as a satellite or motor vehicle. 
You also gain a degree of control of such devices. Focusing your will upon such a device within your range to sense such, you can use an action to compel a device to function as if utilized by the Use Object action. 
Additionally, twice per short rest you gain the ability Overload. By overflowing a device with your arcane energy, you can cause a device to malfunction or be rendered functionless. 
Look to the ability to description for details. 

Mind over Metal

Beginning at 5th level, as a bonus action you can utilize the metal and machinery around you in peculiar ways.

If there is at least 5lbs of loose metal, scrap, or electronic components around, you can do one of the following. You can not move more than the 5lbs required with this ability.

- Create a shield in front of yourself or an ally within 15ft of you that lasts until the beginning of your next turn. The shield adds a +2 bonus to AC to who it protects.
- Create a metallic spear, as an action you can telekinetically throw the spear at an enemy you can see within 15ft of you. This counts as a spell attack. On a hit target takes 1d10+INT.
- Compel a cluster of loose bits to latch on to the feet of a creature within 10ft of you, halfling their movement speed if they fail a DEX save against your spell DC. Lasts until end of next turn.

Master of Magnetism.

At 9th level, your mastery of machinations grows in complexion, enabling you to not only control machines, but manipulate the components that makeup such. 
Scrap metal, mechanical components, and sometimes even bits and bobbles fall under this domain. Using an action you can move up to 25lbs of such material and compel it to take any shape you desire.
The weight increases to 50lbs at 14th lvl, and 100lbs at 19th level. 
You also gain the ability Reprogram, which allows you to manipulate electronic devices or even robotic beings. See the ability for details.

Blackout

At 15th level, reach the culmination of your powers; you gain the ability to release a wave of arcane electric energy to disrupt machinery around you. 
Once per long rest, you can use an action to perform a Blackout. All electronic devices within 500ft of you are rendered useless until repaired.
Devices without shielding or magical protection risk being destroyed completely. Creatures within 100ft of you must make a Constitution Saving Throw. See the ability for further details.

Previous Versions

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