Artificer
Base Class: Artificer

The Electro-Brawler artificer is a formidable subclass that seamlessly blends magic and technology to become a master of lightning and speed. At 3rd level, they forge a pair of Electric Gauntlets, imbued with the power of electricity. These gauntlets not only grant increased walking speed but also electrify their melee attacks, dealing extra lightning damage. The artificer can channel arcane energy through the gauntlets, enhancing their speed and gaining advantage on Dexterity saving throws. At 5th level, they can expend spell slots to infuse their strikes with additional lightning damage. As they progress, the Electro-Brawler gains resistance and eventually immunity to lightning damage while wearing the gauntlets. At 9th level, they gain Lightning Dash, allowing them to move through creatures and objects without provoking attacks and dealing lightning damage to those they pass through. At the pinnacle of their power, the 15th level brings Storm's Grasp, allowing the artificer to impose debilitating effects on targets hit by their electrified gauntlets, such as paralysis or additional lightning damage and a forced push. The Electro-Brawler is a dynamic and electrifying force on the battlefield, showcasing a unique blend of martial prowess and elemental mastery.

Tool Proficiency

3rd-level Electro-Brawler feature

You gain proficiency with jewler's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Electro-Brawler Spells

3rd-level Electro-Brawler feature

Starting at 3rd level, you gain access to additional spells when you reach certain levels in this class, as shown on the Electromancer Spell List. These spells are considered artificer spells for you, but they don’t count against the number of artificer spells you prepare.

3rd Level: Absorb Elements, witch bolt

5th Level: witch bolt, misty step

9th Level: Haste, Lightning bolt

13th Level: Storm Sphere, Dimension Door

17th Level: Teleportation Circle, lighting ball

Artificer Level Spell

3rd

Absorb Elements, witch bolt

5th

Dragon's Breath, Misty step

9th

Haste, Lightning bolt

13th

Storm Sphere, Dimension Door

17th

Teleportation Circle, lighting ball

Electrified Gauntlets

3rd-level Electro-Brawler feature

Electrified Gauntlets

at 3rd level, you modify your gauntlets to harness electrical energy. While wearing these gauntlets, you gain the following benefits:

  • Your base walking speed increases by 10 feet
  • Electrified Strikes: Your unarmed strikes with the gauntlets deal an additional 1d6 lightning damage. This damage increases to 2d6 at 9th level and 3d6 at 14th level.
  • arcane energy: As a bonus action, you can channel electrical energy through your gauntlets, enhancing your speed. For 1 minute, your movement speed increases by 10 feet, and you gain advantage on Dexterity saving throws. Once you use this feature, you can't use it again until you cast a spell that deals lighting damage with a spell slot of 1st level or higher.

 

arcane strikes

5th-level Electro-Brawler feature

At 5th level, you can channel even more arcane energy into your strikes. after you make an attack roll with your Electro-Brawler Gauntlets, you can choose to expend spell slots to infuse the strike with electrical energy. The additional damage is 1d6 lightning damage per level of the spell slots expended.

Lightning Dash

9th-level Electro-Brawler feature

Upon reaching 9th level, you gain the ability to move with incredible speed. When you use your bonus action to Dash, you can move through creatures and objects without provoking opportunity attacks during that turn. Additionally, any creature you move through must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or take 1d8 lightning damage.

Storm's grasp

15th-level Electro-Brawler feature

Starting at 15th level, you have learned to channel the power of storms through your gauntlets. When you deal lightning damage with your electrified gauntlets, you can choose to impose one of the following effects on the target:

Paralyzing Surge: The target must succeed on a Constitution saving throw ( 12 + your proficiency bonus + your Intelligence modifier) or be paralyzed until the end of its next turn.

Overload: The target must succeed on a Dexterity saving throw ( 12 + your proficiency bonus + your Intelligence modifier) or take an additional 3d6 lightning damage and be pushed 10 feet away from you.

You can use this feature equal to infusions that you know.

Previous Versions

Name Date Modified Views Adds Version Actions
12/6/2023 6:59:11 AM
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