Artificer
Base Class: Artificer

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

Based on Electrician (dndbeyond.com/subclasses/755763-electrician).

Electrical Master Spells

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

Electrical Master Spells
LEVEL SPELLS
3rd Floating DiskGuiding Bolt
5th Flame BladeCall Lightning
9th Lightning Bolt, Revivify
15th Confusion, Resilient Sphere
17th Hold Monster, Wall of Force
Use only spells from the Basic Rules.

Use only spells from the Basic Rules.

Use spell from the other books.

This extension is optional to grantee the spells from the other books (Elemental Evil Player's Companion, Player's Handbook, Xanathar's Guide to Everything).
Select spells listed on the Spell Expansion table.

Spell Expansion
LEVEL SPELLS
3rd Witch Bolt
5th Hold Person
9th Lightning Arrow
15th Storm Sphere
17th Synaptic Static

 

Amplified Voltage

Once per turn you can add your Intelligence modifier to one damage roll from a spell that deals lightning damage.

Optionally, at 3rd level you learn the Lightning Lure cantrip. It does not count against the number of cantrips you know, and it can't be replaced with another one.

Cantrip Lightning Lure Bonus (Sword Coast Adventurer's Guide)

You learn the Lightning Lure (Sword Coast Adventurer's Guide) cantrip.

Use only spells from the Basic Rules.

Use only spells from the Basic Rules.

Mechanical Familiar

Item: A gem or crystal worth at least 100 gp

You learn intricate methods for magically creating a special familiar that serves you. The item you infuse serves as the creature’s heart, around which the creature’s body instantly forms.

You determine the familiar’s appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.

The familiar is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Mechanical Familiar stat block, which uses your proficiency bonus in several places.

In combat, the familiar shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Familiar can take any action of its choice, not just Dodge.

The familiar regains 2d6 hit points if the mending spell is cast on it. If you or the familiar dies, it vanishes, leaving its heart in its space.

 
Mechanical Familiar
Tiny construct , neutral
Armor Class 13 Natural
Hit Points 10 (3d4 + 4) 
Speed 20 ft., fly 30 ft.
Roll Initiative! +2
STR
4 (-3)
DEX
15 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
7 (-2)
Saving Throws DEX +4
Skills Perception +5Stealth +6 
Damage Immunities Poison
Condition Immunities ExhaustionPoisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
 

Challenge - proficiency bonus equals your bonus

HIT Points. 1 + your Intelligence modifier + your artificer level ( 1d4 * your artificer level)

Actions

Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + proficiency bonus force damage.

Evasion. If the familiar is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can’t use this trait if it’s incapacitated.

 

Reactions

Channel Magic. The familiar delivers a spell you cast.
The familiar must be within 120 feet of you.

  

Stored Charge

At 5th level, your body has adapted to the constant electricity running through your body giving you resistance to lightning damage, and allowing you to store some of it, as Overload Charges, until you need it. You can store a number of these Overloads equal to 1 + your Constitution Modifier (a minimum of 1). If you have less than your maximum number of Overload charges left and you take lightning damage from a spell of 1st level or higher, that was not cast by you, you regain 1 Overcharge; (you can only recover 1 Overload Charge per spell). You recover all spent Overload Charges after you complete a long rest. 

You can use your Overload Charges in the following ways:

  • When you hit a target with a melee weapon attack you can spend any number of charges and deal 1d6 lightning damage to the target for each Overload charge spent 
  • If you're hit by a melee attack from a creature within 5ft of you you can use your reaction to deal 1d8 lightning damage to the target for each Overload spent. 
  • When you cast a spell of 1st level or higher that deals lightning damage you can spend any number of Overloads, before the damage dice are rolled, and re-roll 1 damage die from the resulting roll per Overload spent. If the result of re-rolled the die is lower than what it was originally, you can choose to keep the original result.

At 15th level you gain the option to create a Battery Pack that can amplify your Overload Charges with feat Stored Charge Battery Pack.

Optional Electrician Overload Charges Spell

You can add Electrician Overload Charges homebrew spell to amplify a lightning damage to all melee weapons.

Use only spells from the Basic Rules.

Use only spells from the Basic Rules.

Stunning Defense

At 9th level, when you are hit by a melee attack from a creature within 5ft of you, you can use your reaction to force that creature to make a Constitution saving throw against your spell casting DC. If they fail they take lightning damage equal to 1d8 + your intelligence modifier, and are stunned until the start of their next turn. If they succeed, they still take the lightning damage, but are not stunned. Once you use this ability you must complete a short or long rest before you can use it again.

When you use this ability you can spend any number of Overload Charges and add 1d8 to the roll for each overcharge spent.

Master of Genial 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:

Electrical Repulsion Portal

You can spend 10 minutes setting up a 4ft x 6ft electric repulsion portal.
This portal is formed by iron rods with voltage arcs between them.
Any monster or character that passes through this portal, will separate the electrons from the atoms of its cells, leaving the physical body inert on one side of the portal and on the other you will remain conscious but in an ethereal form, composed only of the electrons and receiving 1d4 of lightning damage.

The ethereal form, receives the following characteristics
- Can cast spells
- Can be hit by spells
- Can Fly 60ft
- Cross any physical barrier

The physical body is unconscious and can suffer any damage.
If the portal is disassembled or broken, the ethereal form returns to the body immediately.
If another creature tries to pass through the portal, it is knocked back 15ft and can roll CON saving to take 1/2 of 1d6 damage.
If the physical body has 0 hit points, the ethereal form remains conscious and when the ethereal form returns to the physical body for any reason, the creature gains 1 life and returns to life.

Select the feat on character sheet when you use this feat.

Electrically Animated Body

In your research you have found a way to bring the dead to life with electricity.
You can spend 10 minutes to prepare up to 2 humanoids to become your Flesh Golem. You can keep active one golem at a time.
The Golem has the monster's stats and gains AC, attack and damage damage to its intelligence modifier.
Using the mending spell you can add 2d6 hit points.

Stored Charge Battery Pack

You gain the option to spend 10 minutes and 1lb of copper and one vial of acid to create a Battery pack that can amplify your Overload Charges.
The battery can store a number of charges equal to your proficiency modifier. You can only have one Battery active with stored Overload charges at a time. If you try to store an Overload Charge in a second battery, the earlier battery immediately malfunctions and expels all of the stored Overloads, forcing every creature within 5ft of it to make a dexterity saving throw. If they fail they take 1d8 lightning damage per stored overcharge it had, or only 1/2 damage if they succeed. 

Artificer Infusions - Extra

Artificer infusions are extraordinary processes that rapidly turn a nonmagical object into a magic item.

The description of each of the following infusions details the type of object that can receive it, along with whether the resulting magic item requires attunement.

Some infusions specify a minimum artificer level. You can’t learn such an infusion until you are at least that level.

Unless an infusion’s description says otherwise, you can’t learn an infusion more than once.

Extra Replicable Items (15th-Level Artificer)
Magic Item Attunement
Tome of Clear Thought No
Wand of Orcus Yes
Ioun Stone Yes
Wand of Wonder Yes
Wand of Wonder

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.

If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.

d100 Effect
01-05 You cast slow.
06-10 You cast faerie fire.
11-15 You are stunned until the start of your next turn, believing something awesome just happened.
16-20 You cast gust of wind.
21-25 You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage.
26-30 You cast stinking cloud.
31-33 Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.
34-36 An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01–25, a rhinoceros appears; on a 26–50, an elephant appears; and on a 51–100, a rat appears.
37-46 You cast lightning bolt.
47-49 A cloud of 600 oversized butterflies fills a 30‐foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.
50-53 You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell, or if you didn't target a creature, you become the target.
54-58 You cast darkness.
59-62 Grass grows on the ground in a 60‐foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute.
63-65 An object of the GM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension.
66-69 You shrink yourself as if you had cast enlarge/reduce on yourself.
70-79 You cast fireball.
80-84 You cast invisibility on yourself.
85-87 Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.
88-90 A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.
91-95 A burst of colorful shimmering light extends from you in a 30‐foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
96-97 The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.
98-00 If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic.
 

Ioun Stone

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Select which stone do you have

Tome of Clear Thought

This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Wand of Orcus

The ghastly Wand of Orcus rarely leaves Orcus’s side. The device, as evil as its creator, shares the demon lord’s aims to snuff out the lives of all living things and bind the Material Plane in the stasis of undeath. Orcus allows the wand to slip from his grasp from time to time. When it does, it magically appears wherever its master senses an opportunity to achieve some fell goal.

Made from bones as hard as iron, the wand is topped with a magically enlarged skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the grip of its user. Plants wither, drinks spoil, flesh rots, and vermin thrive in the wand’s presence.

Any creature besides Orcus that tries to attune to the wand must make a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 necrotic damage. On a failed save, the creature dies and rises as a zombie.

In the hands of one who is attuned to it, the wand can be wielded as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The wand deals an extra 2d12 necrotic damage on a hit.

Random Properties. The Wand of Orcus has the following random properties:

2 minor beneficial properties
1 major beneficial property
2 minor detrimental properties
1 major detrimental property

The detrimental properties of the Wand of Orcus are suppressed while the wand is attuned to Orcus himself.

Protection. You gain a +3 bonus to Armor Class while holding the wand.

Spells. The wand has 7 charges. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: animate dead (1 charge), blight (2 charges), circle of death (3 charges), finger of death (3 charges), power word kill (4 charges), or speak with dead (1 charge). The wand regains 1d4 + 3 expended charges daily at dawn.

While attuned to the wand, Orcus or a follower blessed by him can cast each of the wand’s spells using 2 fewer charges (minimum of 0).

Call Undead. While you are holding the wand, you can use an action to conjure skeletons and zombies, calling forth as many of them as you can divide 500 hit points among, each undead having average hit points. The undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of you and obey your commands until they are destroyed or until dawn of the next day, when they collapse into inanimate piles of bones and rotting corpses. Once you use this property of the wand, you can’t use it again until the next dawn.

While attuned to the wand, Orcus can summon any kind of undead, not just [Tooltip Not Found] and [Tooltip Not Found]. The undead don’t perish or disappear at dawn the following day, remaining until Orcus dismisses them.

Sentience. The Wand of Orcus is a sentient, chaotic evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet.

The wand communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common.

Personality. The wand’s purpose is to help satisfy Orcus’s desire to slay everything in the multiverse. The wand is cold, cruel, nihilistic, and bereft of humor.

In order to further its master’s goals, the wand feigns devotion to its current user and makes grandiose promises that it has no intention of fulfilling, such as vowing to help its user overthrow Orcus.

Destroying the Wand. Destroying the Wand of Orcus requires that it be taken to the Positive Energy Plane by the ancient hero whose skull surmounts it. For this to happen, the long-lost hero must first be restored to life—no easy task, given the fact that Orcus has imprisoned the hero’s soul and keeps it hidden and well guarded.

Bathing the wand in positive energy causes it to crack and explode, but unless the above conditions are met, the wand instantly reforms on Orcus’s layer of the Abyss.

Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.

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