Artificer
Base Class: Artificer

This is a front line based artifiser that specializes in altering damage types to whatever they need most at that moment. 

Tool proficiency

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

Elamentalests spells

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

 

Elemantalests Spells

Artificer Level Spell

3rd

Absorb Elements, Shield

5th

scorching ray, Heat Metal

9th

Fireball, Flame Arrows

13th

Elemental Bane, Freedom of Movement

17th

Greater Restoration, cone of cold

Battle ready

When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:

  • You gain proficiency with martial weapons.
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Empowering elements

At 3rd level, you learn of the magical focus you can charge into the elements. Once per long rest, you get to pick a damage type between acid, cold, fire, lightning, or thunder and get the following benefits.

  • Whenever you deal damage with a spell thats one of the above mentioned, you can make it your empowering elements damage instead.
  • When you make a non spell attack, you can swap out the damage type of the weapon for your empowering element.
Acid

You picked acid.

Cold

You picked cold.

Fire

You picked fire.

Lightning

You picked lightning.

Thunder

You picked thunder.

Enviormental strike

At 5th level, you learn how to infuse your weapons with elemental energy itself. When ever you swap out any non spell attacks damage for your empowering element, you add (8 + your int mod + half your artifiser level rounded down) to your attack.

Elemental hardening

At 9th level, your knowledge of how the elements work, can create a ward to guard you. Pick two of the following damage types, acid, cold, fire, lightning, or thunder. Then ever you get hit with that element, roll a 1d12 and subtract that number from the damage you would have taken.

 

This increases to 2d12 at level 15 and 3d12 at level 20, but only if your not multiclassing.

Acid

Roll a d12 and take away the damage for acid attacks.

Cold

Roll a d12 and take away the damage for cold attacks.

Fire

Roll a d12 and take away the damage for fire attacks.

Lightning

Roll a d12 and take away the damage for lightning attacks.

Thunder

Roll a d12 and take away the damage for thunder attacks.

Offensive block

At 15th level, Your mastery of damage types makes a reflective guard that hurts the people hurting you. When you get attack by a damage type you have on your "elemental hardening" ability and roll to reduce that damage, you can pick a number of people equal to your int mod (minimum of one) that are within 60 feet of you and deal the damage you protected yourself from to them, or conversely give your protection to another person within the range of you to guard from that damage type till the end of there turn.

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