Base Class: Artificer
You specialize in electricity and circuits, weaving wires like threads to great effect. While any artificer can conduct electricity, few can even hope to control it with the amount of precise control that you do.
Level 3: Tools of the Trade
You gain the following benefits.
Tool Proficiency. You gain proficiency with Weaver's Tools. If you already have this proficiency, you gain proficiency with one other type of Artisan’s Tools of your choice. Additionally, you can use your Weaver's Tools to perform tasks with metal wires, such as precisely forming or cutting them safely.
Cloth Crafting. When you craft a magic Cloak, Hat, or other article of clothing, the amount of time required to craft it is halved.
Level 3: Wire Weaver Spells
When you reach an Artificer level specified in the Wire Weaver Spells table, you thereafter always have the listed spells prepared.
| Artificer Level | Prepared Spells |
|---|---|
| 3 | Unseen Servant, Entangle |
| 5 | Hold Person, Web |
| 9 | Lightning Bolt, Sending |
| 13 | Dominate Beast, Evard's Black Tentacles |
| 17 | Hold Monster, Dominate Person |
Level 3: Living Wire
Using Weaver's Tools, you can take a bonus action to awaken a cord of Living Wire. The wire is a Small object with HP equal to 5 ties your artificer level and AC equal to your spell save DC, and stays animate until it runs out of hitpoints or after one hour. It is immune to Poison and Psychic damage, as well as all conditions. When you do this, and as a bonus action on each of your turns, you can have the wire attempt to snare a Large creature within 15 feet of you. That creature must make a Strength saving throw against your spell save DC or be Grappled by you until they break the grapple or you attempt to snare another creature. As a bonus action, you can move the Grappled creature to any other point within 15 feet of you.
Once you awaken the Living Wire, you can’t do so again until you finish a Long Rest or expend a spell slot to create one. You can have only one Living Wire at a time and can’t create one while you already have one.
Level 5: Conductive Wires
Your wires constantly conduct electrical currents, causing them to shock those held within them. Creatures take lightning damage equal to your intelligence modifier when they become Grappled, Restrained, or Paralyzed by you, your Artificer spells, or your Living Wire. They also take this damage at the end of their turns, though they can only take this damage once per turn.
Level 9: Heavy-Duty Living Wire
Your Living Wire becomes longer, tighter, and stronger. Creatures Grappled by your Living Wire are now Restrained. Additionally, the range of its reach to grapple and move creatures is now 30 feet, and you can attempt to snare Huge creatures with it.
Level 15: Current Overload
Your mastery of conduction allows you to channel unrestricted and unsafe destructive electrical power through your Living Wire. You can cast Chain Lightning or Disintegrate (your choice), initially targeting a creature snared by your Living Wire, without expending a spell slot. Doing so destroys the Living Wire.
Once you do so, you can't do so again until you finish a long rest, unless you expend a level 4+ spell slot to awaken a Living Wire.
-
View User Profile
-
Send Message
Posted Dec 22, 2025Interesting subclass that could be a lot of fun to play, though I do have a few suggestions; would be very fun and helpful to allow have the Living Wire be able to affect objects as well, for the purpose of using it like a grappling hook/rope or something (Artificer would have to go up last, of course. Which brings up the question, could the Artificer choose to move themselves with it instead of the enemy, such as, say, an enemy is 15 feet above and you grapple them? Could you pull yourself up to them or would it only work as pulling them down to you, even with a limit of 'same size or larger than you'?)
Maybe use specific wording such as 'As a bonus action, you can move the Grappled creature to any other point within 15 feet of you on roughly the same horizontal plane' or some such specifically to prevent any potential fall damage shenanigans, roughly the same used in this case if there's a minor incline/decline in terrain; probably better wording, but just as an example.
Give the option for Conductive Wire to not deal damage for the purposes of repositioning allies or keeping an enemy bound at low health, cutting off the flow of electricity temporarily. In addition, I think taking that damage at the start of their turn would make more sense since that is how most of these damaging effects occur and, at just int mod per turn, shouldn't be enough extra damage at start vs end to make it troublesome, especially in later levels.