Base Class: Artificer
The electrician is an inventor who's harnessed the power of lightning to give power and life to their magics and creations.
Electrician Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Electrician Spells
| Artificer LEVEL | SPELLS |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Amplified Voltage
At 3rd level you learn the lightning lure cantrip. It does not count against the number of cantrips you know, and it can't be replaced with another one.
Additionally once per turn you can add your Intelligence modifier to one damage roll from a spell that deals lightning damage.
Mechanical Familiar
When you reach 3rd level in this class you gain the Find Familiar spell, and it does not count against the number of Artificer spells you know. Additionally when you cast it, it has the following changes:
- The familiar's type is changed to a construct
- The materials needed are changed to consuming 10G of scrap metal, and you must have tinker's tools on hand
- The familiar is immune to poison damage, and also the following conditions: Charmed, Frightened, Petrification, & Poisoned
- The familiar gains Temporary HP equal to 1/2 your artificer level (rounded up)
- The familiar gains a unique action to explode, destroying itself and forcing all creatures within a 15ft cube centered on the familiar to make a Dexterity saving throw against your spellcasting DC. If they fail they take 2D6 + your Intelligence Modifier force damage. If the targets succeed they only take 1/2 damage.
Stored Charge
At 5th level, your body has adapted to the constant electricity running through your body giving you resistance to lightning damage, and allowing you to store some of it, as Overload Charges, until you need it. You can store a number of these Overloads equal to 1 + your Constitution Modifier (a minimum of 1). If you have less than your maximum number of Overload charges left and you take lightning damage from a spell of 1st level or higher, that was not cast by you, you regain 1 Overcharge; (you can only recover 1 Overload Charge per spell). You recover one spent Overload Charge when you finish a short rest, and you recover all spent Overload Charges after you complete a long rest.
You can use your Overload Charges in the following ways:
- When you hit a target with a melee weapon attack you can spend any number of charges and deal 1D6 lightning damage to the target for each Overload charge spent.
- If you're hit by a melee attack from a creature within 5ft of you you can use your reaction to deal 1D8 lightning damage to the target for each Overload spent.
- When you cast a spell of 1st level or higher that deals lightning damage you can spend any number of Overloads, before the damage dice are rolled, and re-roll 1 damage die from the resulting roll per Overload spent. If the result of re-rolled the die is lower than what it was originally, you can choose to keep the original result.
Stunning Defense
At 9th level, when you are hit by a melee attack from a creature within 5ft of you, you can use your reaction to force that creature to make a Constitution saving throw against your spellcasting DC. If they fail they take lightning damage equal to 1D8 + your Intelligence Modifier, and are stunned until the start of their next turn. If they succeed, they still take the lightning damage, but are not stunned. Once you use this ability you must complete a short or long rest before you can use it again.
When you use this ability you can spend any number of Overload Charges and add 1D8 to the roll for each overcharge spent.
Grand Invention
When you reach 15th level in this class you create a grand invention, allowing you to select from one of the following options upon gaining this feature:
Battery Pack
You gain the option to spend 10 minutes, 1lb of copper and one vial of acid to create a Battery pack that can store your Overload Charges. While you have this battery pack equipped you can use your action to store one overload charge in the battery. The battery can store a number of charges equal to your Intelligence Modifier. If you're below your maximum number of Overload charges, a bonus action you can draw out one of the Overload Charges stored in the battery and give it to yourself. You can only have one Battery active with stored Overload charges at a time. If you try to store a Overload Charge in a second battery, the earlier battery immediately malfunctions and expels all of the stored Overloads, forcing every creature within 5ft of it to make a dexterity saving throw. If they fail they take 1D8 lightning damage per stored overcharge it had, or only 1/2 damage if they succeed.
Electric Shock Therapy
You learn the Spare the Dying and Shocking Grasp cantrips if you don't already know it; these cantrips can't be replaced.
When you use your action to cast spare the dying on an unconscious target they regain 1 HP.
If you hit your ally with a shocking grasp cantrip, you can remove one of the following conditions from them: Blinded, Deafened, Paralyzed, or Stunned.
FInally, if you hit an creature you can see with an attack or spell that deals lightning damage, you can choose to halve the damage to that target.
Flesh Molder
You spent time researching how you can use electricity to animate the dead. You can perform a 10 minute ritual on at least 2 dead humanoids and summon a Flesh Golem. You can only have one Flesh Golem active at a time. The Flesh Golem uses the stats from the monster's handbook, however it gains a bonus to its' AC, and damage rolls, equal to your Intelligence Modifier. If the mending spell is cast on your Flesh Golem it regains 2D6 hit points. You can comand your Flesh Golem using your Bonus Action, if during the round you do not give it a command, it will only take the dodge action.
Lightning Gun
You can spend 10 Minutes and 5lbs of metals to create a two handed electrical device. You can only have one of these devices created at a time, if you create another one the original one malfunctions and breaks. Upon its' creation you can store any number of your Overload Charges you currently have in it, giving this device the same number of charges. This device lasts until you take a short or long rest, after which it the charges disperse. You can recharge the same device by storing more of your current overload charges taking 1 minute to do so.
While you are wielding this device you can use your action to spend a varying number of charges to cast one of the following spells without any verbal, somatic, or material components.
- You can spend one charge to cast Witch Bolt at 1st level, however it does not require your concentration, but if you cast witchbolt again the first one immediately ends.
- You can also spend three charges to cast Lightning Bolt at 3rd level.
- Finally you can spend 6 charges to cast Chain lightning at 6th level.
Mounted Electric Coil
You gain the option to spend a short rest and 1lb of copper, 4lbs of Iron or Steel, and a backpack or suit of armor to create a Electric Coil that Sticks out of said back pack or is mounted on the back of some armor. You can only have one of these Electric Coils active at a time, if you create another one the first one malfunctions and becomes unusable. While you have the Coil on your person, you can use your bonus action to activate or deactivate it. While active it produces 5ft of bright light and an additional 10ft of dim light. Additionally while active, any creature that moves into or starts their turn within 5ft of you must make a dexterity saving throw. Creatures wearing metal armor have disadvantage on their save. If they fail they take 1D12 lightning damage, or only 1/2 as much damage if they succeed. The coil can stay active for a cumulative 10 rounds, after which the coil burns out and you must spend at least 10 minutes and a 1/2lb of copper to repair it.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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1/12/2021 8:12:44 PM
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1.0
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2/8/2021 7:29:03 PM
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1.01
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Coming Soon
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2/11/2021 4:27:49 PM
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20
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1
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1.2
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Coming Soon
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