Artificer
Base Class: Artificer

You wield devices that bend mass: pull, push, suspend — battlefield geometry is your tool. 

 

You are a genius who bends gravity itself, altering the pull of the world through arcane mechanics.

Level 3: Graviton Manipulation

As an bonus action, you can release a short-range pulse of fluctuating gravity centered on a point you can see within 30 feet.
Each creature of your choice in a 10-foot radius must make a Strength saving throw against your Artificer spell save DC.

  • On a failed save, the creature takes 2d8 force damage and is pushed or pulled (your choice) up to 10 feet.

  • On a successful save, the creature takes half as much damage and isn’t moved.

The damage increases by 1d8 at 9th level (3d8) and 15th level (4d8).

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.

Spellwork Interface

You gain proficiency with Arcana or Investigation (your choice).
When you cast an artificer spell that deals force damage, you can add your Intelligence modifier to one damage roll of that spell.

Level 3: Field Stabilizer

Your tinkering produces a Field Stabilizer, a compact gravitic core about the size of a crystal sphere.
You can integrate it into armor, a gauntlet, or a belt.

While carrying your stabilizer:

  • You can use it as a spellcasting focus for your artificer spells.

  • You can manipulate weight and balance: you gain advantage on Strength (Athletics) checks to resist being moved or knocked prone.

  • Your jump distance is tripled.

If you lose the stabilizer, you can recreate it over a short or long rest.

Level 5: Polarizing Field

You generate a polarization wave that alters the weight and motion in a 20-foot radius sphere centered on you for 1 minute.
The field moves with you and produces one of two modes (chosen as an Action when activated):

  • Repulsion Field: Ranged weapon attacks against creatures within the sphere are made with disadvantage. Creatures attempting to move into the sphere must spend 2 feet of movement for every 1 foot moved.

  • Attraction Field: Each creature of your choice that starts its turn within 20 feet of you must succeed on a Strength saving throw or be pulled 10 feet closer to you.

You can change the mode (repulsion ↔ attraction) as a Bonus Action.
Once you use this feature, you can’t use it again until you finish a short or long rest.

Level 9: Gravitic Reversal

You’ve mastered the delicate art of inverting local gravity.

Whenever you or a creature you can see within 30 feet would take falling damage or be knocked prone, you can use your Reaction to negate the fall, causing the creature to float harmlessly instead.
When you do, you can choose one of the following effects (once per use):

  • Invert Force: As a Reaction, turn a fall into a gravitic jump, allowing the creature to leap up to 20 feet in any direction (no opportunity attacks).

  • Anchor Field: As a Bonus Action, choose up to three creatures within 30 feet. Until the start of your next turn, their movement speed is reduced by 10 feet, and they can’t be forcibly moved unless they choose to be.

You can use this feature a number of times equal to your Intelligence modifier (minimum 1), regaining all uses on a long rest.

Level 15: Event Horizon Core

 

You have perfected the graviton stabilizer, creating a singularity-level reaction chamber known as the Event Horizon Core.

 

As an Action, you activate the Core, creating a 30-foot radius field centered on a point you can see within 60 feet.

For 1 minute, the following effects occur in that area:

 

The area becomes difficult terrain.

 

When a creature starts its turn in the area, it must make a Strength saving throw. On a failed save, it takes 4d10 force damage and is pulled 15 feet toward the center. On a success, it takes half as much and isn’t pulled.

 

Ranged attacks passing through the field have disadvantage.

 

You and creatures you designate are immune to the pull and gain half cover against ranged attacks from outside the area.

 

Once you activate this feature, you can’t do so 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
3/14/2026 12:34:30 PM
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