Base Class: Artificer
Charge Weavers are masters of harnessing and storing energy within their creations, utilizing power cells to augment spells and enhance their attacks with lightning-charged strikes.
Tool Proficiency
3rd-level Charge Weaver feature
You gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Charge Weaver Spells
3rd-level Charge Weaver feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Charge Weaver Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Charge Weaver Spells
| Artificer Level | Spell |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Power Cells
3rd-level Charge Weavers feature
At 3rd level, you gain the ability to store energy within your creations in the form of power cells. You can store a number of power cells equal to your Artificer level. Whenever you finish a long rest, your number of power cells resets to zero. Additionally, whenever you successfully deal thunder or lightning damage to a creature other than yourself, you charge one power cell per creature damaged, as you store a portion of the energy you created.
Weave Charging
3rd-level Charge Weavers feature
Also at 3rd level, your mastery of power cells allows you to manipulate the flow of magic in novel ways that you can use when you cast a spell of 1st level or higher. You gain access to two of the following Weave Charging options, which you can use by expending power cells.
You can use only one Weave Charging option on a spell when you cast it.
Resilient Spell
Spending 2 power cell allows you to reinforce your spells with resilience against interruption. When you cast a spell, you can use this option to gain advantage on concentration saving throws to maintain the spell's effects, even under duress or distraction.
Reactive Resonance
By spending 3 power cells, you infuse your creations with reactive energy. When you deal lightning or thunder damage you can cause affected creatures to burst with energy, damaging other creatures around them. Creatures within 5 ft of your original target(s) take thunder damage equal to your Intelligence modifier (minimum 1). A creature can only take this damage once per turn.
Swift spell
This technique allows you to expedite the casting of your lightning and thunder spells, enabling you to unleash their power with greater speed. By expending 3 power cells, you can cast your next lightning or thunder spell with a casting time of 1 action with a bonus action instead. This option does not affect the spell's level, duration, or any other aspects besides its casting time.
Charge Boost
By expending 2 power cells, you infuse your spells with additional arcane energy, bolstering their effects. When you cast a lightning or thunder spell that deals damage, you can use this option to add your Intelligence modifier to the damage dealt by one roll of the spell.
Charge Boost
By expending 2 power cells, you infuse your spells with additional arcane energy, bolstering their effects. When you cast a lightning or thunder spell that deals damage, you can use this option to add your Intelligence modifier to the damage dealt by one roll of the spell.
Reactive Resonance
By spending 3 power cells, you infuse your creations with reactive energy. When you deal lightning or thunder damage you can cause affected creatures to burst with energy, damaging other creatures around them. Creatures within 5 ft of your original target(s) take thunder damage equal to your Intelligence modifier (minimum 1). A creature can only take this damage once per turn.
Resilient Spell
Spending 2 power cell allows you to reinforce your spells with resilience against interruption. When you cast a spell, you can use this option to gain advantage on concentration saving throws to maintain the spell's effects, even under duress or distraction.
Swift spell
This technique allows you to expedite the casting of your lightning and thunder spells, enabling you to unleash their power with greater speed. By expending 3 power cells, you can cast your next lightning or thunder spell with a casting time of 1 action with a bonus action instead. This option does not affect the spell's level, duration, or any other aspects besides its casting time.
Unleash Surge
3rd-level Charge Weaver feature
You can use power cells to bolster your attacks. When you hit with an attack, you can choose to expend a number of power cells up to your proficiency bonus to deal an additional 1d6 lightning damage per cell expended. This attack does not charge a power cell if this is the only source of lightning or thunder damage.
Charged Infusions
5th-level Charge Weaver feature
At 5th level, you gain the ability to infuse your creations with lightning energy. When you create a magical item as part of your Infuse Item feature, you can choose to infuse one item with the power of lightning. Once per turn, when the wielder of the infused item hits a creature with an attack using the item, the creature takes an additional 1d6 lightning damage.
Enhanced Weave Charging
9th-level Charge Weaver feature
At 9th level, your understanding of power cells allows you to delve deeper into the manipulation of magic. You gain access to two of the following Enhanced Weave Charging options, which you can use by expending power cells:
Channeling Bolt
This option allows you to concentrate and enhance the power of your spell attacks. By expending 2 power cells, your next spell that deals lightning or thunder damage ignores resistance to lightning or thunder damage.
Conductive Spell
By expending power cells equal to the spell’s level, you infuse your lightning or thunder spells with additional conductivity, allowing you to cast them as if conducting through an ally's space. When you cast a lightning or thunder spell that deals damage, you can choose one ally 60 feet. You can cast the spell as though you were in the ally’s space, but you must use your own senses. You are still the source for casting of the spell for purposes of spells like counter spell.
Thunderous Surge
This advanced technique allows you to unleash a devastating surge of thunderous energy. By expending 5 power cells, you can empower your next spell that deals thunder or lightning damage. When you deal thunder or lightning damage with a spell that forces creatures to make a saving throw, those who fail the saving throw take double the normal damage, while those who succeed take half the normal damage.
Conductive Surge
This technique allows you to surge your spells with additional lightning energy. By spending power cells equal to twice the spells level, you can maximize the damage of your next lightning spell, rolling the maximum possible damage dice for each damage roll of the spell.
You can use each Enhanced Weave Charging option once per rest, you must then finish a short or long rest to use that option again.
Channeling Bolt
This option allows you to concentrate and enhance the power of your spell attacks. By expending 2 power cells, your next spell that deals lightning or thunder damage ignores resistance to lightning or thunder damage.
Conductive Spell
By expending power cells equal to the spell’s level, you infuse your lightning or thunder spells with additional conductivity, allowing you to cast them as if conducting through an ally's space. When you cast a lightning or thunder spell that deals damage, you can choose one ally 60 feet. You can cast the spell as though you were in the ally’s space, but you must use your own senses. You are still the source for casting of the spell for purposes of spells like counter spell.
Perfect Resonance
This technique allows you to surge your spells with additional lightning energy. By spending power cells equal to twice the spells level, you can maximize the damage of your next lightning spell, rolling the maximum possible damage dice for each damage roll of the spell.
Thunderous Surge
This advanced technique allows you to unleash a devastating surge of thunderous energy. By expending 5 power cells, you can empower your next spell that deals thunder or lightning damage. When you deal thunder or lightning damage with a spell that forces creatures to make a saving throw, those who fail the saving throw take double the normal damage, while those who succeed take half the normal damage.
Lightning Mastery
15th-level Charge Weaver feature
At 14th level, your mastery over infusing items with lightning energy reaches its pinnacle. You can now use your Charged Infusions feature on any number of infusions you create and the additional damage is now 2d6 lightning damage. Additionally you now gain charged power cells when one of your infusions is used to deal lightning or thunder damage, regardless of who is wielding them.
Furthermore, you gain the ability to call forth a surge of lightning energy in a 30-foot radius sphere centered on yourself. As an action, you can expend 10 power cells to unleash this surge. Each creature within the sphere must make a Dexterity saving throw, taking 6d8 lightning damage and 6d8 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its saving throw is stunned until the end of your next turn.
Once you use this feature, you can't use it again until you finish a long rest.
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