Artificer
Base Class: Artificer

A Magnetic Fighter is an Artificer specialized into the magic manipulation of the rare science of magnetism.

Magnetic Fighters develop a special Arcane Core, a stone or an object that stores great arcane energy, and they use this energy to fuel their complicated magnetic weapons. A magnetic fighter may specialize in creating and using magnetic hammers, lances or crossbows, as well as a handy magnetic shield, making them a very versatile but resilient combatant. 

Magnetic Fighters are usually very studious, smart people who have decided to use their cunning to engineer something that would put their intelligence in use of more close quarters combat instead of only relaying it into studies and magic.

Tool Proficiency

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.

Magnetic Fighter Spells

You always have certain spells prepared after you reach particular levels in this class, as shown in the Magnetic Fighter Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Alchemist Spells

Arcane Core

You possess a stone of pure magic energy, which you put to use as a powerful battery for your magic magnetic equipment. Though very powerful, its energy is not infinite and needs to recharge after some uses, equal to your Intelligence modifier plus your proficiency bonus. The core goes back to full charge after a long rest. Alternatively as a bonus action you can expend a magic item to fuel up the core. The validity of the item and the number of charges restored is up to the DM. Upon spending a magic item as fuel, the said item is destroyed in the process.

Magnetic Prototype

At 3rd level, your studies of magnetic fields paired with your expertise in the artificer job let you create a prototype of a strong magnetic weapon which you can use proficiently in combat. Choose between a prototype of a lance, a hammer or a crossbow.

Magnet Crossbow

You have created a giant rapid-fire crossbow. You can coat the shots with chemical vials to boost an attack. You gain access to related attack actions:

  • Rapid-fire Shot: You can shoot three arcane bolts with this action. With each hit, roll a d20: on a roll lower than 11, the crossbow will jam and you will have to use a bonus action to un-jam it.
  • Chemical Shot: As a bonus action, you can use and/or prepare a chemical vial to boost the next Rapid-fire Shot, though only the first shot will be boosted.

Magnet Hammer

You have created a hammer capable of assembling and disassembling. You gain access to related attack actions:

  • Hammer Slam: Your normal melee attack that deals bludgeoning damage.
  • Head Throw: You disassemble the handle of the hammer, and you make a whip-like attack at a short range. On a hit, the target has to make a Strength saving throw or be knocked prone.

Magnet Lance

You have created a lance with built-in rotational mechanics. You gain access to related attack actions:

  • Lance Thrust: Your normal melee attack that deals piercing damage. You can perform this attack twice.
  • Magnetic Thorn: The point of your lance detaches from the body and gets shot at the targeted destination. On a hit, the point gets attracted back into the main weapon, and the target has to make a STR saving throw. On a fail, the target gets dragged with the point itself, landing right in front of you; On a save, the point flies back alone, dealing extra slashing damage upon leaving the target.

Magnetic Shield

At 5th level, your arcane core powers a magnetic shield which gives you a boost of +2 AC. The shield itself doesn't consume charges, but its special functions do. These functions include:

  • Emergency Cover: You lay down your shield which widens and becomes a stationary 3/4 cover. You lose your AC bonus as you aren't wearing the shield anymore, and you can't use its other functions unless you retrieve it. The cover has an infinite duration and stays up until you retrieve it or until you go too far (250ft range). When you go too far, the shield magnetically comes back to you.
  • Brass Bolas: A brass bola gets shot from the center bulb of your shield. On a hit, the target is knocked prone and is restrained (movespeed 0) until they make a strength check break free.
  • Arcane Defender: As a reaction, you can throw your shield to block any incoming projectile coming towards another creature, nullifying the damage. The shield comes back to you after it's been thrown.

MK-1

Starting at 9th level, your weapon has been perfected and now deals increased damage.It also has access to a new devastating attack, which consumes a higher quantity of energy.

MK-2

Upon reaching 15th level, you have created the perfect embodiment of your genius, in the form of your magnetic weapon which deals further increased damage. Your weapon is now able to switch between two forms. Choose another weapon in the Magnetic Prototype feature. During combat, as a bonus action you can switch between forms without expending any arcane core charges.

Every short rest, you can spend 10 minutes of your time to change one of the two forms you have selected with another.

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