Base Class: Artificer
After tinkering around with Dunamancy you've picked up a thing or two. Learning how to weave Dunamis magic into your creations, who knows the endless possibilities!
Temporal Awareness
3rd-level Dunamis Tinkerer feature
Starting at 3rd level, you can add your Intelligence modifiers to your initiative rolls.
Dunamancy
3rd-level Dunamis Tinkerer feature
You now have access to the Dunamancy Spell List in Explorer's Guide to Wildemount.
Battle Ready
3rd-level Dunamis Tinkerer 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.
Extra Attack
5th-level Dunamis Tinkerer feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Chrono Riposte
5th-level Dunamis Tinkerer feature
When a creature misses you with a melee attack, you can spend your reaction to make an attack of opportunity.
Gravitational Jolt
9th-level Dunamis Tinkerer feature
You've learned new ways to channel Dunamis energy into your melee attacks. When you hit a target with a magic weapon, you can channel Gravitational energy through the strike to create one of the following effects:
- The target takes an extra 2d6 force damage and must make a Strength saving throw on a failed save the target is pushed 10-feet away from the attacker.
- The target becomes the focal point of a gravity well pulling everything in a 20-foot radius 10-feet towards the center. All creatures except you must make a Strength saving throw taking 2d6 force damage and being moved 10-feet to the center on a failure or half and don't move on a success.
You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.
Chrono Shift
15th-level Dunamis Tinkerer feature
Your Gravitational Jolt and Chrono Riposte become more powerful:
- The extra damage of your Gravitational Jolt effects both increase to 4d6.
- Whenever you use your Chrono Riposte, the target takes extra force damage equal to 1d8.
- You gain a +2 bonus to Armor Class.
Previous Versions
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5/16/2024 3:17:00 AM
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12/4/2025 2:26:30 PM
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19
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