Base Class: Artificer
A channeler is equal parts weapon smith and combatant, spending much of their time toiling away to create powerful magic items, while also being able to empower mundane weapons in the heat of combat. They specialize in casting spells through and channeling powerful elemental magic into their weapons.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with your choice of smith’s tools or woodcarver's tools. If you already have these proficiencies, you gain proficiency with one other type of artisan’s tools of your choice.
Channeler Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Channeler Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Channeler Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
|
|
5th |
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|
9th |
|
|
13th |
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17th |
Weapon Expertise
When you reach 3rd level, your time spent working on magic weapons has paid off in three ways:
- You gain proficiency with martial weapons.
- When you attack with a weapon you are wielding, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
- You may use a weapon you are holding as a spellcasting focus.
Arcane Weapon
By 3rd level, your experience in artifice and smithing has borne you the ability to charge weapons you are wielding with magical energy.
As a bonus action, you can channel energy into one simple or martial weapon you’re holding. When you do so, choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the end of your turn, you deal an extra 1d6 of the chosen type to any target you hit with the weapon. If the weapon isn’t magical, it becomes a magic weapon for the effect’s duration.
At level 15, this damage increases to 2d6.
Arcane Armament
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn, providing one of those attacks is made with a magic weapon.
Elemental Surge
At 9th level, you learn new ways to channel arcane energy through your weapon attacks. When you deal additional damage to a creature with your Arcane Weapon feature, you can choose to amplify the energy stored in your weapon in an Elemental Surge. An elemental Surge deals an additional 1d6 damage of your chosen Arcane Weapon damage type, and the target of your attack must succeed a Constitution saving throw against your spell save DC or suffer from an additional effect determined by the type of damage dealt. As detailed in the table below:
| Arcane Weapon Damage | Additional Effect |
|---|---|
|
Acid |
Acid splashes from your weapon into the targets eyes. The target is blinded until the end of its next turn, at which point it takes an additional 1d6 acid damage. |
|
Cold |
The target is coated in a brittle frost until the end of its next turn. While coated in this frost, the creature’s movement speed is reduced by 15 feet and the first attack against it deals an additional 2d6 damage. |
|
Fire |
The target is immolated in magical flame for a number of rounds equal to your intelligence modifier, or until it or another creature uses their action to put out the flame. If the target ends its turn while immolated, it takes 1d6 fire damage. |
|
Lightning |
Electricity runs through the target, holding it in place. The target is restrained and cannot take reactions until the end of its next turn. |
|
Poison |
The poison lacing your strikes seeps into your target’s wounds. The target is now poisoned for the next minute. At the end of each of its turns, it can make a Constitution saving throw to attempt to end the effect. |
|
Thunder |
The thunderous energy in your strike cracks with a forceful boom. The target is deafened for the next minute, pushed up to 10 feet in a direction of your choice and knocked prone. |
You can channel this magical energy three times before you run out of uses, but can do so no more than once on a turn. You regain all expended uses of this feature when you finish a long rest. If you do not have any uses of this feature remaining, you can expend a spell slot of 1st level or higher to use it again.
Once you reach 15th level, you regain all expended uses when you finish a short or long rest.
Arcane Imbuement
Once you reach 15th level, you have improved the process by which you imbue magic into weaponry. By spending one minute with a weapon, you can store a reserve of elemental energy inside of it. Choose from the following types of damage: acid, cold, fire, lightning, poison and thunder. After doing so, the weapon becomes magical if it wasn't already, and it gains the following property:
- Whenever a creature hits a target with an attack made by this weapon they can cause the target to take an additional 2d6 damage of the chosen damage type.
This property of the weapon can be used a number of times equal to your intelligence modifier. The magic fades once the property can no longer be used, or when you complete a long rest. You can enhance up to three weapons this way after which you cannot do so again until you complete a long rest.
Previous Versions
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Posted Dec 4, 2019Changelog: