Base Class: Artificer
This armorer combines their knowledge of gravity and the magnetic fields of the earth with magic to imbue mundane weapons with the ability to fly! These armorers focus on these forces and how to manipulate them to buff themselves and debuff their enemies.
Thrown Weapons Expert
Level 3: Seeing as this Artificer has been studying the push and pull of the earth and the magnetic forces that accompany that, they have been able to learn how to harness that energy to manipulate their weapons and the flight path of those weapons.
When you select this subclass you gain the ability to imbue any weapon under 5 pounds with the thrown property, with a range of 20/60.
If you take the "Returning Weapon" infusion you may imbue two weapons with this infusion as part of the same long rest and only counts as attunement to one item (this does not give you the ability to dual wield non light weapons unless you get that feature from another class or a feat).
Ebb and Flow of Battle
Level 3: Your study of gravity and the magnetic fields of the earth have enabled you to aim your strikes with perfect accuracy.
When you make an attack, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Magnetic Replusion
Level 5: You have now gained the ability to manipulate the forces of gravity and magnetism rather than just understand them.
When you are targeted by a ranged spell or ranged attack you can use your reaction to impose disadvantage to that, and all other ranged attacks against you, until the start of your next turn as the gravity around you warbles and undulates throwing projectiles off their current trajectory.
You may use this feature once per short rest.
Magnetic Master
Level 9: You have learned to harness the power of the magnetic fields themselves through your magics.
As a bonus action you can create an area of magnetic propulsion before throwing your weapons into them. When you hit a creature with your thrown weapons they take an additional 1d8 of force damage as the weapon is sped up through your controlled magnetic field.
This magnetic field lasts for 1 min before it dissipates. It deals no damage to other creatures and has no effect on any weapons other than the weapons you have infused with the "Returning Weapon" infusion.
You may use this feature a number of times equal to your proficiency bonus per long rest.
Master of Magnetism
Level 15: Your knowledge and power of the magnetic fields of the earth allow you to change the trajectory of any weapon attack, involving metal, against you. As a reaction you can redirect a metal weapon or projectile to target another creature within 30 feet of you. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack’s effects regardless of the attack’s range.
If a melee weapon attack is redirected this way the creature must succeed a strength saving throw (DC 15) in order to hold on to the weapon as the attack is redirected. If it fails the saving throw the weapon drops at the feet of the creature targeted by this ability.
After using this feature you must forgo your action on your next turn, as controlling the forces of nature is taxing on your body.

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