Artificer
Base Class: Artificer

An Elemental Artisan learns to master the style of their chosen weapons, and use their magical creations to give themselves an edge on the battlefield. They are equal parts smith, engineer, and soldier. Elemental Artisans are experts at channeling elemental energies through their weapons; eventually learning to unleash those energies to against any who would dare approach them. Artificers of this order are among some the youngest of the different traditions.

Tool Proficiency

When you adopt this specialization at 3rd level, 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.

Elemental Artisan Spells

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

Elemental Artisan Spells

Artificer Level Spell

3rd

hellish rebuke, thunderwave

5th

flaming sphereshatter

9th

lightning bolt, sleet storm

13th

conjure minor elementals, fire shield

17th

cone of cold, immolation

Blade of the Elements

Starting at 3rd level, your combat training and your experiments with magic have paid off. You gain proficiency with martial weapons, and 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.
  • You can deal elemental damage instead of the attack’s normal damage. Choose a type of damage from the following list: acid, cold, fire, lightning, or thunder, all damage for that attack becomes the chosen type.

Fighting Style

At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Extra Attack

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

Primordial Surge

At 9th level, you can draw on the wellspring of elemental energy within yourself. This energy is represented by a pool of d8s equal to your Intelligence modifier. As a bonus action, you can expend a spell slot to regain a number of dice equal to the slot’s level. The number of dice in your pool can never be more than your Intelligence modifier.

When you hit a creature with a weapon attack, you can inflict more damage to the it by spending dice from the pool. Roll the dice you spend and add them together; you deal additional damage to the creature equal to the total. The damage is the same type dealt by the weapon to the target.

Your pool regains all expended dice when you finish a long rest.

Elemental Aura

By 15th level, you have become suffused with the elemental energy that you channel. As a bonus action, you emanate a wild, Elemental Aura for 1 minute. The aura extends 10 feet from you in every direction, but not through total cover.

Your aura has an effect that activates when you use your Elemental Aura, and you can activate the effect again on each of your turns as a bonus action. Choose a type of damage from the following list: acid, cold, fire, lightning, or thunder. Your aura’s effect depends on that chosen element, as detailed below. You may change your choice whenever you finish a long rest.

If your aura’s effects require a saving throw, the DC is equal to your Spell Save DC.

Once you use this feature, you can’t do so again until you finish a long rest, or until you expend a spell slot of 4th level or higher to use it again.

Acid

When this effect is activated, the air fills with a corrosive sting. All other creatures in your aura must succeed on a Constitution saving throw, or its AC is reduced by 1 until the start of your next turn. You gain resistance to acid damage.

Cold

When this effect is activated, each creature of your choice in your aura gains temporary hit points equal to half your level in this class (rounded down), as frost covers their wounds. You gain resistance to cold damage.

Fire

When this effect is activated, fire erupts out from you. All other creatures in your aura take fire damage equal to your proficiency bonus. You gain resistance to fire damage.

Lightning

When this effect is activated, lightning arcs toward each creature of your choice in your aura. The creature must succeed on a Dexterity saving throw, or it can't use reactions until the start of your next turn. You gain resistance to lightning damage.

Thunder

When this effect is activated, a wave of thunder ripples out form you. All other creatures in your aura must succeed on a Strength saving throw, or they are pushed 10 feet away from you. You gain resistance to thunder damage.

Previous Versions

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