Base Class: Artificer
Using your tinkering skills, you begin to develop a fighting style which allows you to be right up the the enemy's face, using might and magic to deliver crushing blows and punches
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with heavy armor. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Tech Brawler Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Tech Brawler Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
| Battle Smith Spells | |
|---|---|
| Artificer Level | Tech Brawler Spells |
| 3rd | Thunderous Smite, Burning Hands |
| 5th | Shatter, Melf's Acid Arrow |
| 9th | Lightning Bolt, Pulse Wave |
| 13th | Ice Storm, Vitriolic Sphere |
| 17th | Cone of Cold, Flame Strike |
Fighting Exoskeleton
Beginning at 3rd level, you learn how to mix your inventions with your punches to develop a dynamite fighting style. You develop a Fighting Exoskeleton, which grants you the following:
Unarmed Fighter. Your unarmed strikes deal 1d4 bludgeoning damage (increases to 1d6 at level 5, 1d8 at level 11, and 1d10 at level 17). Furthermore, you can use your INT modifier, rather than your STR, for attack and damage rolls
Volt Points. You gain access to Volt Points. During a short or long rest, your Fighting Exoskeleton recharges, gaining Volt Points equal to 1d4 + your INT modifier (minimum of 1).
Arcane Jab. When you make an unarmed strike, you can expend a Volt Point to cast a damaging spell as a bonus action. Ignore any ranged attack rolls and semantic components, and the spell only targets the attacked creature. Treat the spell as if it were cast at it's next level.
Volt Dodge. When a creature makes a melee attack on you, you can expend a Volt Point to give yourself an additional 2 AC for 1 round
Your Fighting Exoskeleton is attached to your back and arms. It has hit points equal to 2 + your Intelligence Modifier + 3 times your Artificer level. If the mending spell is cast on it, it recovers 2d6 hit points. If it breaks, it can be repaired during a long rest if you have smith's tools
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Voltaic Uppercut
At 9th level, you learn a new technique to punish your foes with your mighty blows. When you make an unarmed strike, you can expend a Volt Point, give the attack disadvantage, and if you do, the attack deals an additional 1d6 lightning damage and attacks on the creature have advantage for 1 round.
Volt Supremacy
At 15th level, you have gained an unparalleled understanding of your exoskeleton. You gain the following benefits:
- Unarmed strikes deal extra damage for each Volt Point you have
- When you roll initiative, if you have no Volt Points remaining, gain a Volt Point
- Your Volt Dodge grants you an additional 1 AC
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