Base Class: Artificer
The Exo-Brawler is an Artificer subclass that specializes in close-quarters combat and high mobility, delivering devastating blows with their Gauntlets, while launching themselves around the battlefield.
Exo-Brawler Spells
Starting at 3rd level, you gain the following spell list.
| Artificer Level | Spell |
|---|---|
|
3rd |
1st: Thunderwave, Thunderous Smite |
|
5th |
2nd: Shatter, Branding Smite |
|
9th |
3rd: Fireball, Lightning Bolt |
|
13th |
4th: Blight, Staggering Smite |
|
17th |
Or at least that's what I wanted to do, but since dnd beyond does not let me link spells that are part of the players handbook, you will just get to choose two Wizard or Paladin spells for each of the correct levels.
Note that you can select the spells early if you want, but they will not show up on your character sheet until you can cast them.
Exoskeleton
Starting at 3rd level, you have built an Exoskeleton that allows you to use many of your other features.
Your Exoskeleton and anything built into it cannot be removed against your will, and is considered part of your body.
Over a Long Rest you can add a piece of equipment that is designed to be worn into your Exoskeleton, such as an Armor, Cloak, Shield, or Arm Blade.
An item that is built into your Exoskeleton can be removed by you during a Short or Long Rest.
Blasting Gauntlets
Staring at 3rd level, you have two heavy iron gauntlets that are built onto your Exoskeleton that can be used as a weapon, your spell focus, and to lift things.
While using them you may use Intelligence instead of Strength when making an Athletics check, calculating your push, drag, and lift, or when making a Saving Throw.
Each of your gauntlets count as a simple melee weapon while you aren't holding anything in them, they deal 1d8 Bludgeoning Damage and use your Intelligence modifier.
The Gauntlets become +1 at level 5, +2 at level 9, and +3 at level 15. (You will need to add this manually by customizing the action)
Blasting Caps
Each gauntlet holds up to two explosive caps that can be activated when landing an attack with the gauntlets to deal an additional 2d6 Force Damage when using one cap, or 3d6 when using both.
As a Bonus Action you may reload up to two spend Blasting caps.
You have a number of spare Blasting Caps equal to 2 plus your Proficiency Bonus, these and the four inside your gauntlets are restored after a Long Rest.
Die size increases at levels 5, 9, and 15.
Spell Infused Gauntlet
Starting at 5th level, when you finish casting a leveled spell you can choose to forgo its normal activation to instead imbue one of your Gauntlets with it, the spell will activate when you land your next melee strike with that Gauntlet, the spell is centered on the impact of your melee strike, is angled however you like, and will have the same initial target as the melee attack.
If the spell requires an attack roll it lands as part of the same attack, if the spell requires a Saving Throw the target of your Gauntlets attack has with Disadvantage on that roll.
The spell does not activate on a miss, each Gauntlet can only hold one spell at a time and imbuing another will replace the last.
If the spell goes unused for ten minutes its magic fades and the effect is lost along with the spell slot used to cast it.
An imbued spell is only vulnerable to Counterspell when first imbued into the gauntlet, but it is always vulnerable to Dispel Magic.
If an imbued spell requires Concentration or has a duration, it starts when the spell is activated, not when imbued into the Gauntlet.
Momentum
Starting at 5th level, whenever you make a melee strike after moving, you can convert some of your remaining movement into damage for that attack if it hits.
You can convert an amount of your remaining movement, up to equal the distance you have traveled since the start of your turn, or since your last melee attack roll. (Whichever is most recent)
However if the attack misses, instead of dealing additional damage you instead are launched in the direction of your swing, the distance is equal to the amount you attempted to convert into damage, this movement is can provoke Opportunity Attacks.
For every 5ft of movement converted you deal an additional 2 damage of your weapons damage type, and you can convert up to 50ft of movement for each attack.
If you are launched toward your target you can convert the remaining distance you would have traveled into damage instead.
Multifunction Greaves
Starting at 9th level, you have a pair of heavy metal boots that are built onto your Exoskeleton.
While using them your Speed is increased by 10ft, Fall Damage you take is halved, and your are not rendered Prone when taking Fall Damage
In addition, you may use Intelligence instead of Strength when Jumping.
Jump Thrusters
Once per turn you can double your Jumping distance, or you can Jump while midair or while Swimming.
System Upgrades
Starting at 15th level, you have improved upon your designs and your use of them.
Weapon Mastery: Blasting Gauntlets (Push)
When you hit a creature with your Blasting Gauntlets you can push them 10ft straight away from you if they are no more than one size larger than you.
Long lasting Spell Infusion
A spell that has been infused into a Gauntlet no longer fades over time, and you can choose not to activate an imbued spell when you land an attack with your Gauntlets.
Double Infusion
Each Gauntlet can be infused with two spells at one time, and when landing an attack with them you can activate both, or your choice of the two.
Improved Jump Thrusters
You can use the effect of Jump Thrusters twice per turn.
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