Base Class: Artificer
The schism between dwarven and duergar societies is near absolute, backed by a hatred that has been tempered and honed over centuries. It is curious, then, how an invention such as an arcano-mechanical storm gauntlet, one born in the depths of Thuldanin, found its way into dwarven workshops. I suppose some ideas are simply too masterful to hate, and betray the kinship they still share.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Stormsmith Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Stormsmith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
3rd burning hands, thunderwave
5th gust of wind, misty step
9th call lightning, lightning bolt
13th arcane eye, locate creature
17th flame strike, legend lore
Storm Gauntlet
By 3rd level, you finish your tinkering on your storm gauntlet. Only you can use it, it counts as both a magic weapon and a spellcasting focus, and you can't be disarmed of it while wearing it.
Cantrips. While wearing your gauntlet, you know the shocking grasp cantrip.
Thunder Slam. You can use your gauntlet as a melee weapon with which you are proficient. On a hit, it rings audibly with thunder within 300 feet of you, dealing 1d6 thunder damage. You use your Intelligence modifier for the attack and damage rolls
Volt Blast. You can use your gauntlet as a ranged weapon with which you are proficient. It shoots a beam of crackling energy with a range of 150 feet. On a hit, it deals 1d8 lightning damage. You use your Intelligence modifier for the attack and damage rolls.
Losing your Gauntlet. If you lose your gauntlet, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of cloth, metal, and other raw materials.
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. Once you reach 15th level, you can instead attack three times.
Power Absorption Module
At 9th level, you finish the ingenious power absorption module, capable of harnessing raw power. When you take fire, lightning, or thunder damage while wearing your gauntlet, you can use your reaction to halve the damage you take. When you do so, your first Thunder Slam or Volt Blast on your next turn deals additional damage equal to half your artificer level on a hit. You can absorb power in this manner a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Overload Module
At 15th level, you have finished building and installing an overload module. It grants you the following benefits: • The damage of your Thunder Slam increases by 1d6. • The damage of your Volt Blast increases by 1d8. • The range of your Volt Blast increases to 300 feet.
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