Artificer
Base Class: Artificer

Jumpers are the elite of Axia being powerful up close, from a far and anywhere in between. These Artificers have had the highest training to achieve this level of prowess.

Bonus Proficiencies

3rd-level Jumper feature

You gain proficiency with Firearms, Medium Armor and 1 Martial Weapon of your choice.

Jumper Spells

3rd-level Jumper feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Jumper Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Jumper Spells

Artificer Level Spell

3rd

Comprehend Languages, Mage Armor

5th

Hold Person, Shatter

9th

Fireball, Lightning Bolt

13th

Locate Creature, Dimension Door

17th

Hold Monster, Legend Lore

Jumper Kit

You have tinkered with your backpack turning it into your Jumper Kit. This has 3 functions at level 3

Increases your movement speed by 10 feet

Doubles your jump height

Lets you wall run

Extra Attack

5th-level Jumper feature

Your training from the University of Axia is kicking in. If you take the attack action on your turn, you can attack up to 2 more times.

Upgraded Kit

9th-level Jumper feature

Due to heavy Tinkering with your Jumper Kit it has gained 2 more features

A robotic arm which can strike enemies for 2d10 force damage

A mounted gun which can shoot enemies for 2d12 Piercing damage

Tesla Rifle

15th-level Jumper feature

After Tinkering with your Jumper Kit even further, gain an extra weapon.

Tesla Rifle dealing 8d8 lightning damage and chaining to any hostile within 10 feet up to 5 times.

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