Base Class: Artificer
This subclass slightly allows you to have a baseball bat and go swinging. Don't hesitate with your arm strength.
Batter Up!
3rd-Level Spell Slugger feature
Upon taking this subclass at 3rd level, you gain proficiency in all bludgeoning melee weapons in addition to Smith’s Tools or Woodcarver’s Tools. If you have proficiency in Smith’s Tools and Woodcarver’s Tools, you can gain proficiency with another artisan’s tool.
Spell Slugger Spells
3rd-Level Spell Slugger feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Spell Slugger Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Spell Slugger Specialist Spells
|
ARTIFICER LEVEL |
SPELLS |
|---|---|
|
3rd |
Bane, Silvery Barbs |
|
5th |
Hold Person, Spiritual Weapon |
|
9th |
Counterspell, Spirit Shroud |
|
13th |
Death Ward, Shadow of Moil |
|
17th |
Bigby’s Hand, Hold Monster |
Slugger's Bat
3rd-Level Spell Slugger Feature
Starting at 3rd level, you would gain yourself a specialized bat or learn how to convert certain weapons into a bat surprisingly.
You gain yourself a baseball bat weapon known as the Slugger’s Bat, which is a simple, melee weapon that deals 1d8 with the finesse and versatile (1d10) properties. That is not all for your bat comes with a few extra tricks.
- As a bonus action until the start of your next turn, you can change the damage type fully of your Slugger’s Bat into bludgeoning, force, lightning or thunder.
- When you cast Counterspell or Dispel Magic, you can attack with your bat in place.
- During your long rest, you can merge one bludgeoning melee weapon with your bat, transforming it into a new bat as it gains the bonus properties it has. (I.E: If you merge it with a +1 Maul, you gain the +1 magic bonus. Or if you merge it with a Wakened Blue Dragon’s Wrath Club, you gain the +2 magic bonus, the additional 2d6 lightning damage and the cone ability.)
You can only have one Slugger’s Bat at a time and if you use the merge benefit, you can only swap the weapon out on a long rest with 250 GP per rarity starting from mundane to legendary (I.E: 250 for mundane, 500 for common, 750 for uncommon, 1,000 for rare, 1,250 for very rare, 1,500 for legendary) and a DC 20 Smith’s Tools or Woodcarver’s Tools. If you lose your Slugger’s Bat, you can make another one for 100 GP with DC 15 Smith’s Tools or Woodcarver’s Tools but anything that was merged with the old one is lost.
Spell Ball
3rd-Level Spell Slugger feature
Upon taking this subclass, you would be able to do something crazy with your cantrips and your newest Slugger’s Bat; ever thought of turning those cantrips into something you can hit.
When you cast a cantrip, you can turn it into a Spell Ball. When you turn it into a Spell Ball, it is a ranged weapon that can be thrown up to a normal range of 15 ft. or longer if the cantrip has a longer range, dealing 1d8 plus your Intelligence modifier in damage similar to the cantrip.
However, you can use your Slugger’s Bat to hit it if you wish and upon doing so, the normal range is 30 ft. or longer if the cantrip has a longer range. Upon doing so, you deal the cantrip’s damage plus your modifier.
Improved Slugger
5th-Level Spell Slugger feature
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Spell Strike
9th-Level Spell Slugger feature
Reaching 9th level, you begin to show your prowess of being an all star hitter.
When you cast Counterspell and you are a target of a spell, even if it is something like Fireball, you can take a massive risk and do a Spell Strike. If you succeed in countering the spell with your Slugger’s Bat with Counterspell, you deflect the spell back and deal damage you would’ve originally taken without any calculations applied to it. If you miss, you would be the only one taking the damage but you take double damage (And you would take this damage regardless if you have Evasion or a similar ability.).
Slugger Arm
15th-Level Spell Slugger feature
Reaching 15th Level, your body has prepared itself for a much bigger challenge. It’s time to go for a homerun and a comeback in full force.
- The bonus action to change damage types extends its duration for one minute, also allowing you to end it with a bonus action any time within the duration.
- You have a bonus to Strength Checks and Saving Throws equal to your Intelligence modifier.
- You gain an additional 10 feet of movement.
- You can attack with your Slugger’s Bat with a bonus action if you make an attack with it with your Attack or use a Spell Ball.
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