Artificer
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.

Wire Weaver Spells
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.

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