Base Class: Artificer
Through years of research, the relationship between electricity and magnets has been discovered. You hold in your hands to power to control metal in all forms.
Electromagnetic Rod
Starting at level 3, you are able to craft an electromagnetic rod. It takes 1 hour to craft. It is one handed and can be used as your spell casting focus. While holding the rod, it attracts any lightning or thunder spell within 5 feet of you, causing you to take half damage.
Any thunder or lightning spell cast through the electromagnetic rod gets this additional effect. If the casted spell succeeds, the target (s) are pulled 10 feet closer to you or pushed 10 feet farther away from you. If this effect ends with the target (s) within 5 feet of you, they take an additional 1d8 lightning damage.
Battery Backup
At level 5, you complete an energy storage system. You may build a battery backpack. This takes 1 hour to craft. The battery is connected to your electromagnetic rod, giving the battery 1 charge every time you cast a lightning or thunder spell. The battery can hold 2 charges, gaining additional charges at level 9 and 15.
Once per short rest, you may expend a charge to give the electromagnetic rods push/pull effect to any spell.
You may also expend a charge to add 1d8 damage to any thunder or lightning spell.
High Voltage
Starting at level 9, you gain the ability to channel electricity through your skin. You may use an action to expend a battery charge to emit a bluish white glow as energy crackles through your skin and around your body for 1 minute. Any melee attack you take deals 2d8 lightning damage to the attacker, and you are immune to lightning or thunder damage.
Enhanced Electromagnetic Rod
Also at level 9, you develop an improved electromagnetic rod. All thunder and lightning spells cast through it deal an additional 1d8 damage, and are pulled or pushed an additional 10 feet.
Magnetic Levitation
Starting at level 15, you devise a new application of reverse polarity. Your knowledge of the composition of the worlds crust allow you use one battery charge to propel yourself 50 feet into the air using electromagnetism. This only works when you are above solid ground. This lasts for 1 hour.
Power Surge
Starting at level 15, you learn how to discharge all energy stored in your battery backup at once. Focusing this electricity through your electromagnetic rod, you are able to expend all of your batteries storage slots at the same time, targeting as on the table below. Targeted enemies may make a INT saving throw. On success, the enemies take half damage. On failure, the enemies take full damage and are incapacitated until their next turn.
1 or 2 creatures within 5 feet of each other for Xd20
3 or 4 creatures within a 20 foot square of each other for X/2d20
5 or more creatures within a 40 foot square for X/3d20
X is the current number of charges stored in the battery plus 1d20 per level over level 15.
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