Base Class: Artificer
"He stood in front of the table upon which laid the humanoid shape under a white sheet that he had spent so long attempting to stitch together and waited for his devices to register higher readings. Without a sound, he adjusted some knobs and dials on a device in his hand and waited again, blinking at the green diodes on the device behind his work goggles. Suddenly, the diodes illuminated a bright red and he smiled. 'Wren! Open the aperture!' he bellowed to his hunchback lab assistant, who did as instructed by quickly hobbling over to a crank lever on a chain pulley against the wall and began turning it as quickly as he could. Rain began to pour into the laboratory and down on everything and everyone inside as the aperture in the ceiling irised open. Quickly glancing to his device, the scientist noticed the diodes blinking and dropped the small machine unto the floor recklessly as he spun and began throwing multiple levers on a nearby machine. The entire laboratory hummed with energy as he did so, and his eyes darted amongst the readouts and display panels on the boxy machines. 'Ideal!' he shouted and pointed to a large lever on another device. 'Wren, the Oscillator!' he barked, and his assistant scampered to another lever and pulled it downward hard. The humming suddenly grew in pitch to a whine, and suddenly, a brilliant flash of light and a thunderous explosion shook the entire building as lightning struck true into the laboratory! An eerie hush filled the room as the dust settled and the rain continued to pelt downward unto everything around. The scientist stood and pulled his now-destroyed goggles off of his burnt face. He stared intently at the humanoid body laying on the metal bed, which was all that had been left standing in the explosion, miraculously. He waited with baited breath for minutes that felt like hours, when suddenly, the right arm of the stitched monstrosity moved! 'IT'S ALIVE!' he yelled triumphantly. 'IT'S ALIVE!!!"
Whilst Galvanism itself is often considered a fringe science bordering on quackery by the more academically-minded, there are a rare few artificers who embrace this "mad science" and temper it with magical skill to become Galvanists. These often outcast scientists employ electricity to harm their foes and aid their allies, knowing full well how to use various small jolts of magically guided electrical energy to both cripple enemies and to bolster allies' muscle actions. Their grand plans most often include "creating life" from inert matter, raising Flesh Golems to aid and protect them. This entire plan is, of course, a grim one, in which moral ambiguity is often required. These rebel scholars must often indulge in grave-robbing or worse crimes in order to obtain the body parts they'll need for their experiments, and society doesn't tend to appreciate the terrifying, shambling, stinking things these artificers aim to create. Barring this, however, Galvanists can be extremely useful to the right allies, lashing out with impressive lightning attacks, magically bolstering allies and keeping them from death, while still yet protecting themselves appreciably in almost any situation.
In Avalestra, the Galvanist is so rare as to be unheard of. Finding someone who might teach you the ways of this style of artifice would be immensely difficult, as would be finding the source materials to learn such skills oneself. Only those with specific access to the Library of Evocation would stand a good chance of learning it, but convincing the Sun Elves to allow access to what they consider to be "dangerous lore" would be an immense undertaking.
Galvanist Spells
3rd-level Galvanist feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Galvanist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Galvanist Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
unseen servant, witch bolt |
|
5th |
enhance ability, see invisibility |
|
9th |
call lightning, revivify |
|
13th |
elemental bane, freedom of movement |
|
17th |
raise dead, skill empowerment |
Bonus Proficiencies
3rd-level Galvanist feature
When you choose this subclass at 3rd level, you gain proficiency in the Healer's Kit and Tinkerer's Tools.
Electric Expertise
3rd-level Galvanist feature
Your arcane knowledge is specialized highly into the effects of electricity and you understand the precise nuances of lightning-based spells to an improved degree. You learn your choice of the Lightning Lure or Shocking Grasp cantrips. Additionally, when you cast the Witch Bolt spell, you may use a bonus action on each of your turns for the duration to deal 1d12 lightning damage to the target automatically, and the spell ends when you do not use a bonus action or action to do this damage. Lastly, when you cast the Call Lightning spell, you may use a bonus action to call down lightning in this way again, targeting the same point or a different one. For the duration of either of these spells, if you use a bonus action in these ways, you cannot cast any other spells that expend spell slots for the duration of either spell.
Energizing Voltage
5th-level Galvanist feature
At this stage of your advancement, you're convinced of the healing properties of electricty, and you know how to use Tinkerer's Tools to utilize magnetic and energetic magical properties for the purposes of bolstering allies and attacking enemies. You can cast Lesser Restoration once before you must finish a short rest to cast it this way again. Additionally, you can cast Revivify once before you must finish a long rest to cast it this way again. Lastly, whenever you cast a spell that deals lightning damage, that spell gains your choice of a +2 to the attack roll if the target is metallic or wearing metal armor, or +2 to the spell save DC for one target of that spell you choose. You must have your Tinkerer's Tools in your hand to gain these benefits.
Galvanized Homonculus
9th-level Galvanist feature
You learn to create a unique facsimile of life that can last for as long as you continue to keep it energized with extremely quick and simple charges you can disperse from your tools. You learn the Create Homunculus spell and can cast it once using this feature to create a unique homunculus with the following additional features: the homunculus always has a Healer's Kit and Tinkerer's Tools on its person when it is summoned and is considered proficient with them (2 + your proficiency bonus Dexterity skill roll), it loses the Bite action and cannot attack, and it gains lightning immunity. You can cast this spell once before you must finish a long rest to cast it again in this way, and you cannot have more than one of these special homunculus in existence at one time.
Additionally, you and your homunculi can launch static bolts of magical energy between each other and yourself, scorching enemies in your wake. Whenever you and a homunculus you control are no further than 30 feet from each other, you may use an action to cast a line of lightning between yourself and your homunculus. Creatures on this line make a Dexterity saving throw at your spell save DC, and are dealt 2d8 + your Intelligence modifier lightning damage, or half as much on a successful save, and you may spend spell slots to improve this damage by 1d8 per spell slot level spent. You may use your action to also create a line between any two homunculi you control, which deals damage as above.
Electric Life
15th-level Galvanist feature
You can now utilize your laboratory and tools to apply electrical power to a specially treated corpse or assemblage of humanoid body parts and create a Flesh Golem that is unique among other golems, bearing a semblage of intelligence and the power to exude electrical power from its very hands. To create this Flesh Golem, you must spend 500 gold and 4 hours in your laboratory with a specially treated corpse or assemblage of humanoid body parts. When you complete this, you become the creator and master of a Flesh Golem with Intelligence 10 and the following actions added to its action block: "Lightning Slam- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) lightning damage, and the target must make a Constitution save DC equal to your spell save DC or be Paralyzed until the end of their next turn," and "Handy Assistant- as an action with tools in its hands that apply to the job it is helping with, the golem performs the Help action for a friendly creature within 5 ft of it." You may only have one such special Flesh Golem in existence at one time, and if your Golem is lost or destroyed, you must spend the 500 gold and 4 hours to create another one.
Additionally, you can now create and operate a remote device, which sends magical signals to all of your homunculi and golems at once. You spend 100 gold in crystal and metal materials and 1 hour with your Tinkerer's Tools, and you can create a Remote Device. When an artificer has a Remote Device in their hand, they may use an action to send the commands for all actions that homunculus creatures and golem creatures that artificer has created to each of those creatures at once.
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