Base Class: Artificer
Your desire to bend the arcane to your whim has resulted in the creation of many Elemental creations of amazing prowess. You have attained skills to turn the arcane magics into power some may never witness in their lifetime. Elemental Defenders title and pride themselves on using their arcane talents to make a change in the fields of combat. Their soul’s innermost desires affect their craft and their craft affects their souls. As an Elemental Defender, you open your soul up to one of three Elements and begin your work in altering your creations around those elements.
They possess three unique spell lists based on your choice of Elemental Soul.
Static Soul
Spell List
3rd Thunderwave, Witch Bolt
5th Levitate, Hold Person
9th Lightning Bolt, Fear
13th Dimension Door, Storm Sphere
17th Wall of light, Synaptic Static
Cryonic Soul
Spell List
3rd Shatter, Snillocs snowball swarm
5th Sleet Storm, Slow
9th Ice Storm, Mordenkainens private sanctum
13th Cone of cold, Hallucinatory terrain
17th Animate Object, Summon Construct
Pyrotechnic Soul
Spell List
3rd Scorching Ray, Flaming Sphere
5th Melf’s Minute Meteors, Fireball
9th Wall of fire, Elemental Bane
13th Infernal Calling, Dawn
19th Otiluke’s Resilient Sphere, Skill Empowerment
Elemental Burst
Upon taking this archetype at 3rd level you choose one of three options you awaken within you and your tinkering capabilities.
Cryonic Soul- Your features take the form of Cryo dealing Ice damage
Pyrotechnic Soul- Your features take on the form of fire granting you Fire damage options
Static Soul- Your features fill will mighty thunder damage making it Thunder damage
(you may change your soul choice whenever you gain a new Artificer feature from this subclass. Once a soul has been chosen you may not pick it up again until you have gained two more class features from the Artificer.)
Cryonic Soul
Spell List
3rd Shatter, Snillocs snowball swarm
5th Sleet Storm, Slow
9th Ice Storm, Mordenkainens private sanctum
13th Cone of cold, Hallucinatory terrain
17th Animate Object, Summon Construct
Pyrotechnic Soul
Spell List
3rd Scorching Ray, Flaming Sphere
5th Melf’s Minute Meteors, Fireball
9th Wall of fire, Elemental Bane
13th Infernal Calling, Dawn
19th Otiluke’s Resilient Sphere, Skill Empowerment
Static Soul
Static Soul
Spell List
3rd Thunderwave, Witch Bolt
5th Levitate, Hold Person
9th Lightning Bolt, Fear
13th Dimension Door, Storm Sphere
17th Wall of light, Synaptic Static
Facet of a Genius
Starting at 3rd level your true skills over the currents begin to show, Once per long rest when you use your reaction on an opportunity attack to hit a target you deal an additional 1d4 damage(based on your soul choice) . 1d8 at level 6, 1d12 at level 10 2d6 at level 15, and 2d8 at level 20 the target must make a Con saving throw equal to your spell save DC.
Particle Alteration
Particle Alteration
At the 5th level, you have dug your roots into the discoveries of elements finding new ways to use them. You have developed a method of storing energy in a container for future use. Once per long rest, you can create an explosive device. You may only carry up to three and as they sit they become increasingly unstable the longer it goes unused you risk the bomb going off on yourself or an ally. At 9th level, you can make 2 per long rest and at the 15th level, you can make 3 per long rest. When used by you in combat they can be thrown as a bonus action (Does not work for your allies) a number of times equal to your Proficiency mod.
Roll Table to determine when the bomb will explode
1-5- The bomb will last for the day
6-10 the bomb will last up to three days
11-15 the bomb can last up to 1 week
16-19 the bomb can last up to 2 weeks
20- you craft a bomb that has no issues whatsoever and will last until used.
This table roll is unaffected by your Modifiers it is a pure luck roll.
Bomb damage equals 1d4 plus your intelligence modifier and hits any enemies in a 5-foot circular radius from its point of impact. Increases to 1d6 + int mod at level 12 and 1d8 at level 15+ int mod. (Damage based on Soul choice)
Perimeter Pylon
Perimeter Pylon
At the 10th level, you have grown more accustomed to controlling electricity so it can remain stable even for long periods of time. This growth has brought upon the creation of an Elemental pylon. You can place it 1 time + your Intelligence modifier refreshes points on a long rest and only one may be active at a time. You can place one pylon down as an action.
At 15th level, when you place down a perimeter Pylon you may make one ranged weapon attack as a bonus action.
Perimeter Pylon stats
Hp 10 + intelligence modifier+ proficiency bonus
AC equals 10+ Proficiency bonus
They only make attack actions dealing with damage to the element of your soul.
Damage deals 2d6 damage to targets within the radius or those who enter the radius must make a Constitution saving throw.
On a failed throw they take full damage and are now connected between the pylon until they leave the radius the pylon will hit them for 2d6 damage on the start of their turns, on a success the target takes the 2d6 damage and is not connected to the totem. (Increases to 4d6 at 15th level and the radius increases to 45 feet, Additionally, you can now place Pylons as a bonus action)
Radius 15 feet
Allies within the radius gain 1d6 bonus damage on targets they attack within the radius. (increased to 2d12 at 15th level) (Damage based on Soul choice)
Parallel Divider
At 17th level, you have gained full capable control over the element of lightning and the ability to modify it as you see fit. Unlocking the sheer potential of your abilities you have reached a new height. Once per long rest, you can create and control a Lightning elemental creature (Stats equal that of a flame elemental) it attacks after you and unless told otherwise through the use of a bonus action it will only use its action to move, dodge, hide or help. Additionally, you can instead use the same ability to instead summon up to two extra Perimeter Pylons in a position you choose in a 15-foot radius from you in a free space any already summoned Pylons are destroyed and all targets within must make a con saving throw equal to your spell save DC or suffer double the usual damage.
If you take the Cryo or Pyro options this instead summons a fire and ice elemental respectively granting the action to have them cast Sleet storm and Fireball as if they were 6th level spells consuming only the original spell slot. (This action can only be activated once per long rest, The Elementals last for a number of hours equal to your proficiency bonus)
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Posted Oct 10, 2025Feedback and buffs/nerf ideas will be welcome!