Artificer
Base Class: Artificer

Energy scientists fervently prepare themselves to overcome exposure to specific elemental hazards so that they can traverse the Elemental Planes in search of novel discoveries and reagents.

Energy Attunement

Starting at 3rd level, an energy scientist can attune to the elements to harness their devastating power. At the start of each day you choose one element and its corresponding energy type: air (lightning), shadow (necrotic), earth (acid), fire (fire), light (radiant), or water (cold). You double your proficiency bonus on Intelligence checks to recall information about the plane of your attuned element, as well as creatures native to the corresponding plane.

Energy Scientist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Energy Scientist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Energy Scientist Spells
Artificer Level Spells
3 Absorb Elements, Protection from Evil and Good
5 Aid, Protection from Poison
9 Counterspell, Dispel Magic
13 Banishment, Freedom of Movement
17 Antilife Shell, Planar Binding

Energy Blast

At 3rd level, an energy scientist can unleash their attuned element against their foes. As an Action you can project a blast of energy at a single creature within 30 feet of you that you can see. That creature must succeed on a saving throw against your spell save DC based on your chosen element or take damage of the corresponding energy type and suffer one additional effect:

Air: Your target must succeed on a Constitution saving throw or take lightning damage equal to 1d6 + your Intelligence modifier and be incapacitated until the start of your next turn.

Earth: Your target must make a Strength saving throw or take acid damage equal to 1d6 + your Intelligence modifier and be knocked prone.

Fire: Your target must make a Dexterity saving throw or take fire damage equal to 1d6 + your intelligence modifier and an additional 1d6 fire damage at the start of their next turn.

Light: Your target must succeed on a Constitution saving throw or take radiant damage equal to 1d6 + your Intelligence modifier and be blinded until the start of your next turn.

Shadow: Your target must succeed on a Wisdom saving throw or take necrotic damage equal to 1d6 + your Intelligence modifier and be frightened of you until the start of your next turn.

Water: Your target must make a Dexterity saving throw or take cold damage equal to 1d6 + your Intelligence modifier and have their movement halved until the start of your next turn.

The damage of your corresponding energy increases by an additional 1d6 damage at 5th level, and again at 11th and 17th level.

You gain a number of uses of this feature equal to your proficiency bonus, and replenish them upon finishing a long rest.

Attuned Resistance

At 5th level, an energy scientist has learned how to adapt to the harsh conditions found on the elemental plains. When you choose your attuned element, you gain resistance to damage of the corresponding energy type. In addition, you have advantage on saving throws against environmental effects within the corresponding elemental plane.

Unstable Compound

At 9th level, an energy scientist can overcharge his attuned energy to lash out at nearby enemies. When you use your energy blast you can target two creatures that are adjacent to each other instead of one. If one of your targeted creatures rolls a critical failure on their saving throw, then all adjacent creatures take damage equal to your corresponding energy blast.

Planar Adaptation

At 15th level, an energy scientist has mastered their knowledge of the planes to bend realms. When you choose your attuned element, you can confer resistance to damage of the corresponding energy type to allies within 10 feet of you. In addition, creatures who are not native to the plane of your attuned element have disadvantage on saving throws against your attuned element’s energy blast.

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