Artificer
Base Class: Artificer

A Taser is adept at utilizing and harnessing ambient electricity to disable enemies. Tasers weaponize the lightning and magic surrounding them. 

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with jeweler's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Taser Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Taser Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Taser Spells

Runic Needles

At 3rd level, using your jeweler's tools, you can spend 1 hour and 1gp of materials to create and engrave 5 specialized blowgun needles. You also gain a blowgun if you don't already have one. These Runic Needles grant a +1 bonus to attack and damage rolls with them and you can use your intelligence modifier for attack and damage rolls with them. You can have a number of Runic Needles prepared at a time equal to 5 times your level in this class.

When a creature or object is hit with one of these Runic Needles, the Needle attaches itself to the target. As an action, you can activate all attached Runic Needles, each dealing lightning damage to its target equal to 2d8 + your intelligence modifier. Once a Runic Needles has been activated, it cannot be used until it is repaired for half the price of creating it. Unactivated Needles can be removed as an action.

While a Runic Needle is attached to a target, it is subject to the following effects:

  • effects that deal lightning damage to the target deal an additional 1d4 lightning damage.
  • You always know where the target is, as long as it is within 120 feet of you.
  • You cannot have disadvantage on attack rolls against the target with additional Runic Needles.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Supreme Pacification

Starting at 9th level, when you activate your Runic Needles, any creatures that take damage from them must make a constitution saving throw or be stunned until the start of your next turn. The DC for this saving throw increases by 1 for every Runic Needle attached to the target after the first.

Distracting Pulse

At 15th level, when a creature with one or more Runic Needles attached to it makes an attack against you, you can use your reaction to roll a number of d46s equal to the number of Runic Needles attached to the target. Subtract the number rolled from the attack and deal lightning damage to the attacker equal to your intelligence modifier.

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