Artificer
Base Class: Artificer

The vanguard stand affront the battlefield, impassible walls of armour that force their way through waves of enemy fire.

Armour Proficiency

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

Supercharger

Starting at 3rd level, you are able to supercharge your attacks using your spell slots. When you hit a creature with a melee weapon attack, you can expend one spell slot to deal damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a construct, to a maximum of 6d8. You now choose the damage type for this feature: fire, force, lightning or thunder. You can replace this damage type with another from this list when your artificer level increases.

Electric Burst

Your supercharger feature deals lightning damage.

Inertial Ram

Your supercharger feature deals force damage.

Overheated Attacks

Your supercharger feature deals fire damage.

Shockwave

Your supercharger feature deals thunder damage.

Chaos Grenadier

Beginning at 3rd level, whenever you finish a long rest, you can magically produce a flask of chaos in an empty flask you touch.  As an action, a creature can throw the flask, dealing damage determined on the effect table to creatures within 5ft. of the flask when it smashes.

Creating a flask of chaos requires you to have alchemist’s supplies or tinker's tools on your person, and a flask you create with this feature lasts until it is thrown or until the end of your next long rest.

When you reach certain levels in this class, you can make more flasks at the end of a long rest: two at 6th level and three at 15th level. Each elixir requires its own flask.

You can create additional flasks of chaos by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the potion in an empty flask you touch.

This potion is thrown and when the flask breaks, each creature within 5 feet of the flask must make a saving throw or suffer an effect determined by the Effects table:

1d12 Effect
1 Make a Dexterity saving throw, taking 2d6 Acid damage on a failed save, or half as much damage on a successful one.
2 Make a Constitution saving throw, taking 2d6 Cold damage on a failed save, or half as much damage on a successful one.
3 Make a Dexterity saving throw, taking 2d6 Fire damage on a failed save, or half as much damage on a successful one.
4 Make a Strength saving throw, taking 2d6 Force damage on a failed save, or half as much damage on a successful one.
5 Make a Dexterity saving throw, taking 2d6 Lightning damage on a failed save, or half as much damage on a successful one.
6 Make a Wisdom saving throw, taking 2d6 Necrotic damage on a failed save, or half as much damage on a successful one.
7 Make a Constitution saving throw, taking 2d6 Poison damage on a failed save, or half as much damage on a successful one.
8 Make an Intelligence saving throw, taking 2d6 Psychic damage on a failed save, or half as much damage on a successful one.
9 Make a Wisdom saving throw, taking 2d6 Radiant damage on a failed save, or half as much damage on a successful one.
10 Make a Constitution saving throw, taking 2d6 Thunder damage on a failed save, or half as much damage on a successful one.
11 Make a Charisma saving throw, or taking 1d6 Negative energy damage on a failed save, or half as much damage on a successful one. Negative energy reduces a creature's hit point maximum by the amount of damage taken for the duration.
12 Make a Dexterity saving throw, or take 1 Acid damage, 1 Cold damage, 1 Force damage, 1 Lightning damage, 1 Necrotic damage, 1 Poison damage, 1 Psychic damage, 1 Acid damage, 1 Radiant damage, and 1 Thunder damage.

The Save DC for these effects is equal to 8 + your Intelligence modifier + your proficiency, even when thrown by other creatures.

 

Empowered Armour

At 5th level, while wearing medium or heavy armour you have advantage on Strength saving throws and are resistant to you chosen damage type of your Supercharger feature.

Siege Weapon

Starting at 9th level, you master your favoured weapons to greater effect. You gain proficiency with one martial weapon of your choice and have a bonus to attack rolls using this weapon equal to your Intelligence modifier. In addition, when you hit an object with an attack with this weapon, it deals critical damage.

Walking Fortress

By 15th level, your armour is toughed to the extent that all but the closest attacks are dampened. While wearing heavy armour you have resistance to damage caused by ranged attacks.

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