Base Class: Artificer
Artificers who become Relativistic Engineers devote themselves to studying the physical laws that govern time, space, and mass — and how to manipulate them through arcane technology. By constructing intricate devices inspired by the theories of special relativity, these inventors learn to control time dilation, mass increase, and length contraction to devastating effect in battle.
Relativistic Engineers are often seen wielding massive weapons enhanced with gravitational drives, temporal regulators, and spatial compressors, allowing them to strike with overwhelming force and uncanny reach.
Tool Proficiency
3rd-level Relativistic Engineer feature
You gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Relativistic Engineer Spells
3rd-level Relativistic Engineer feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Relativistic Engineer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Battle Smith Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
expeditious retreat, shield |
|
5th |
levitate, shatter |
|
9th |
haste, slow |
|
13th |
dimension door, freedom of movement |
|
17th |
wall of force, telekinesis |
Relativistic Weaponry
3rd-level Relativistic Engineer feature
Your combat training and your experiments with magic have paid off in two ways:
- You gain proficiency with martial weapons.
- When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
You also gain the ability to charge your weapon with relativistic effects. When you take the Attack action, you can replace one of your attacks with a Relativistic Charge, choosing one of the following effects:
-
Time Dilation Strike. The target must succeed on an intelligence saving throw against your spell save DC, on a fail they loss the ability to do bonus actions until the end of their next turn.
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Length Contraction Smash. Reality compresses between you and your enemy. For this attack, your weapon’s reach increases by 10 feet.
-
Mass Increase Blow. Your weapon's mass momentarily increases. You add your Intelligence modifier to the weapon’s damage roll.
You can use Relativistic Charge a number of times equal to your Intelligence modifier (minimum once). You regain all expended uses when you finish a long rest.
Extra Attack
5th-level Relativistic Engineer feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Inertial Distortion
9th-level Relativistic Engineer feature
You can force a creature into a conflicting reference frame, distorting its ability to perceive motion, distance, and causality itself.
As an action, you target one creature you can see within 60 feet. The target must succeed on an Intelligence saving throw equal to your spell save DC or suffer inertial distortion for 3 rounds
While affected, the creature:
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Has its movement speed halved.
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Can’t take reactions.
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When it makes its first attack roll or ability check on its turn, it has disadvantage.
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If it casts a spell, it must first succeed on a Concentration check equal to your spell save DC, even if the spell doesn’t normally require concentration. On a failure, the spell is wasted.
You can use this feature once per long rest, or expend a 3rd-level spell slot to use it again.
Event Horizon Breaker
15th-level Relativistic Engineer feature
you unleash the full power of your spacetime manipulation, creating a localized collapse of space.
As an action, make a melee weapon attack on a target, a gravitational singularity is applied on them pulling all surrounding creatures to the target:
- All creatures of your choice within 10 feet of the target must make a Strength saving throw equal to your spell save DC.
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On a failed save, a creature is pulled 10 feet toward the target and is restrained until the end of your next turn, as space around them contracts violently.
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Additionally, the creature you hit takes an extra 10d10 force damage.
Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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10/12/2025 12:24:16 PM
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7
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2
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Coming Soon
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