Artificer
Base Class: Artificer

By advancing in both magical and mechanical fields, you've managed to come up with somethign unique of your own, something versatile and that you can always keep close, the Dynamo.

Wether you simply have one Dynamo or multiple, these small machines created through a mix of magic and metal hover close by your side or simply remains stowed away in your pack or specialized holsters when you don't need them. Your Dynamos can take on many different shapes depending on their usage, but the common theme across all of their designs is the magical cores that keep them connected to you.

Dynamic spells

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

Artificer Level Spell
3rd Feather Fall, Mage Armor
5th Levitate, Spiritual Weapon
9th Fly, Haste
13th Elemental Bane, Freedom of Movement
17th Teleportation Circle, Wall of Force

Dynamos

You have either one or multiple small magical machines called Dynamos that can aid you when you move, attack, or defend. You can initiate 3 different modes using your Dynamos. Maneuverability Mode, Attack Mode, or Defense Mode.

Using Maneuverability Mode gives you a Flying speed equal to your walking speed, that you may only use to hover.

Using Attack Mode allows you to, once per turn when you hit an attack, deal an additional 1d6 Force damage to the target. This Damage increases to 2d6 at 5th Level, 3d6 at 9th Level, 4d6 at 13th Level, and 5d6 at 17th Level.

Using Defense Mode allows you to, as a reaction which you take when you're targetted by an attack or forced to make a saving throw, add half your Intelligence modifier to your AC or full Intelligence modifier to the Saving throw (Minimum of 1). The Bonus to your AC lasts until the start of your next turn.

Dynamo Blast

At 5th level, you can, as an action, use your Dynamos to create a devastating blast of energy to damage your foes. Each creature within a 30 foot cone must succeed on a Dexterity saving throw against your Spell DC or take 3d8 Force damage, taking half as much on a successful save.

This Damage increases to 4d8 at 9th Level, 5d8 at 13th Level, and 6d8 at 17th Level.

Once you've used this feature, you can't use it again until you finish a long rest or expend a 2nd Level spell slot or higher.

Dynamic Shroud

At 9th Level, you gain an aura within which your Dynamos can operate freely on you and your Allies, either bolstering your defenses or increasing your Volatility. This Aura is a 10 ft radius circle that moves with you. Allies within this aura, including you, either recieve a +2 bonus to their AC or +5 force damage to their damage rolls when making an attack.

You can switch which effect you and your allies are currently benefitting from as an action in combat.

Dynamic protection

At 15th Level your Dynamos help protect you from certain magical damage. You gain Resistance against Force, Lightning and Thunder damage.

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