Artificer
Base Class: Artificer

Magic can make the previously impossible possible; flight without the mass, flame without a spark, and thunder without lightning. On the other end of the spectrum, Technology can reveal the possible from the hidden corners of reality; to equally devastating effect. Although artificers already represent a mixture of both, blackfuse artificers use a different philosophy to combine them; use the strengths, discard the weaknesses. Don't build it to last! Build it to Blast!

Blackfuse Manipulation

3rd-level Blackfuse feature

You know how to use items both mundane and magic more effectively. if an item you create or use has a DC tied to it, such as a fragmentation grenade, you may use your Blackfuse DC instead. Your blackfuse DC is calculated as (8+prof+str), and can benefit from anything that would increase your spell save DC. 

Blackfuse Creations

3rd-level Blackfuse feature

You gain the ability to make devices that exude magic from them when thrown. These creations can be thrown as an action an amount of feet equal to your push/drag/lift divided by 5. If thrown directly at a creature, they make make a dexterity saving throw against your Blackfuse DC (8+prof+strength, benefits from anything that increases your spell save DC). The spell activates when it makes contact with another object or creature, with the spell centered on the object, using your Blackfuse DC if needed. Each day, you may make an amount of these gadgets equal to your artificer level divided by 2, rounded down, storing any amount of spells into each one. however, to make them active them they must be slotted into an open infusion slot. Any amount of gadgets may be slotted into one infusion, as long as they contain the same spell within. Otherwise, they require separate infusion slots for each kind. You can infuse any spell that targets an area that you can cast with a spell slot into one (and no other kinds of spells), as well as the additional spells below. 

Blackfuse Spells
Artificer Level Spell

3rd

Faerie Fire, Thunderwave

5th

Spike Growth, Shatter

9th

Fireball, Lightning bolt

13th

Ice Storm, Wall of Fire

17th

Chain Lightning, Circle of Death

Superior Creator

3rd-level Blackfuse feature

Your metallurgical pursuits have led to you learning more about creating items. When you craft an item that is consumed on use and deals damage, you may improve it in a number of ways:

- it deals additional damage equal to your passive tinker's tools check (average of all dice, 10 for the d20, rounded down plus your bonus)

- it gains an artificer level requirement to use: equal to the damage described above.

- It cannot deal damage to you.

Mutually Assured Destruction

3rd-level Armorer feature

You can customize your armor to include an explosive payload, giving the armor you put it on a level requirement equal to your artificer level. If you are wearing armor, and a creature within 10ft of you reduces you to 0 hit points, you may explode. All creatures, including yourself must make a strength saving throw equal to your blackfuse DC or take your artificer level in d8s (fire damage), half on a success. creatures who fail this save are knocked prone, and cannot make additional attacks this turn. This infused armor cannot be used by any creatures. If you can use this item without it's level requirement, you may consider your artificer level as any number between 0 and 60 for it's damage.

Extra Attack

5th-level Armorer feature

You can attack twice, rather than once, whenever you take the Attack action on your turn. Once per turn, if you use an item that would normally take an action it may instead be used in place of one of these attacks, such as your blackfuse created items.

Evocation Modification

9th-level Blackfuse feature

You learn to improve the danger of your explosives; whenever you use an item or spell that explodes in an area and deals damage, you make change it's very nature. Instead of damaging all creatures equally, split the damage between all creatures affected. If a creature passes the saving throw to take half, they are instead disinclined from the damage altogether, reducing the amount of targets you split between. If you use this feature, the amount of damage die the effect deals is doubled, to a maximum of your artificer level. if you can use items without regard for your level, there is no maximum.

Planted Charge

15th-level Armorer feature

You learn to make a blackfuse creation that excels in trapmaking and building destruction: the C4. it follows all the rules of the blackfuse creation feature, except it casts the spell Delayed Blast Fireball, assuming it is at it's full duration. Instead of exploding on contact, it explodes as an action when a creature hits a switch, button or similar on a piece of equipment. You must be holding this switch in an empty hand to use it; but you can have any amount of them on your person. This creation deals an additional 10 times damage to objects, can be fashioned to stick on walls and other objects, and can only be destroyed by 30 or more non-fire damage. Fire damage ignites it instantly, causing it to explode at the start of your next turn. 

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