Base Class: Artificer
Electricity go boom
Tools of the Trade
When you adopt this specialization at 3rd level, you gain proficiency with one type of artisan’s tools of your choice.
Electrician Spells
3rd-level Electrician feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Electrician Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Electrician Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Conduit Battery
Starting at 3rd level, you have created a conduit battery which allows your to attract and store electricity from within this special object. You know the cantrip Lightning Lure and whenever you roll for lightning or thunder damage, and you roll less than the maximum possible roll for the die, your battery gains a number of charges equal to the difference of the roll. An example if you roll a 6 on a d8, you gain 2 charges. While your battery has any charges, you can expend any number of charges as a bonus action to make a ranged spell attack against a creature within 60 feet that you can see. On hit, the target takes lightning damage equal to the expended charges. Your battery can hold a number of charges equal to twice your artificer level. If no charges are expended or added for 1 minute, any stored charges disappears.
Overcharge
Starting at 5th level, you have learned to charge your electricity to even more dangerous levels. Whenever you roll for lightning or thunder damage, you can add your intelligence modifier (minimum of +1) to one of the damage rolls. Additionally you can change lightning damage to thunder or fire damage.
Chained Discharge
Starting at 9th level, you have learned to fork your jolts of lightning after its initial impact. Whenever you deal damage with the conduit battery you can deal half of that damage rounded down to 2 additional enemies within 20ft of the original target.
Battery Overload
Starting at 15th level you have learned to overload your battery in a way that won't harm you. While you have at least 1 charge in your battery, you can use an action to generate a 15-foot sphere originating from you and follows you for 1 minute. When a hostile creature enters the sphere for the first time on a turn or ends their turn, they must make a Dexterity saving throw. On a failed save, the creature takes lightning damage equal to the battery's current charges. On a success, they take half damage. attacks made with metal weapons in this area are made with disadvantage. While active battery loses one charge at the end of each of your turns and can be deactivated as a bonus action.
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