Artificer
Base Class: Artificer

A shockmage combines martial prowess with arcane might to fight across battlefields striking fear into their enemies. Their combat proficiency is coupled with tactical and strategic insights, making them exceptional squad leaders, commanders, and even generals.

A shockmage fights both up close and at a range with their specialized weapons. While many shockmages may use standard weapons, many use bayonet-staves, bladed wands, and other weaponized spellcasting implements. 

Shockmages excel with weaving spells and striking with steel, and are often found in close proximity to the enemy. However, many can also be found specializing as snipers, scouts, or officers.

When casting their spells, shockmages use magical formulae inscribed into their weaponry, gadgets, grenades, and enchanted ammunition to deliver spell effects.

Military Tradition

3rd-level Shockmage feature

You gain proficiency with martial weapons. 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.

Shockmage Spells

3rd-level Shockmage feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Shockmage Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Armorer Spells
Artificer Level Spell

3rd

heroism, inflict wounds

5th

mirror image, misty step

9th

fear, vampiric touch

13th

freedom of movement, greater invisibility

17th

passwall, cloudkill

Arcane Weapon

3rd-level Shockmage feature

A shockmage specializes their weaponry for both casting and martial combat. When you use the Enhanced Arcane Focus infusion, you also gain a melee weapon with a similar bonus to attack and damage. This can take the form of a bayonet-staff or entrenching-wand. At the end of a long rest, the shockmage can change the form of the weapon from one configuration to the other. Additionally, enemies in melee do not impose disadvantage on your ranged spell attacks against adjacent enemies if your Arcane Weapon is a melee weapon. You still have disadvantage if targeting an enemy outside your reach.

Bayonet-Staff (Level 10)

A staff traced with arcane runes, with a cruel bayonet attached on one end. This weapon can be wielded with either one hand or two.

 

Bayonet-Staff (Level 3)

A staff traced with arcane runes, with a cruel bayonet attached on one end. This weapon can be wielded with either one hand or two.

 

Entrenching Wand (Level 10)

This sturdy wand is affixed with a sharp bladed shovel, equally useful for digging through earth and flesh. In addition to being a weapon, a shockmage using this implement can dig a five foot block of trench in soft or rocky earth (though not solid stone) in ten minutes, providing three quarters cover to a creature in the trench. It is wielded in one hand.

 

Entrenching Wand (Level 3)

This sturdy wand is affixed with a sharp bladed shovel, equally useful for digging through earth and flesh. In addition to being a weapon, a shockmage using this implement can dig a five foot block of trench in soft or rocky earth (though not solid stone) in ten minutes, providing three quarters cover to a creature in the trench. It is wielded in one hand.

Trench Raid

3rd-level Shockmage feature

A shockmage has extensive training in frontline combat. This helps shockmages excel against multiple enemies and when attacking enemy lines.

A shockmage's walking speed increases by five feet when wearing light or medium armor.

When in melee combat with a creature, and another creature misses you with an attack roll, you may redirect that attack to the creature adjacent to you using your reaction. It uses the same result on the original attack roll.

 

Extra Attack

5th-level Armorer feature

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Combat Artifice

9th-level Shockmage feature

After using the attack action, a shockmage may use their bonus action to cast an artificer cantrip or spell with a casting time of one action.

Additionally, a shockmage who is wearing or holding an infused item is linked telepathically with creatures carrying, touching, holding, or wearing one of their infused items or items affected by their arcane tinkering. This includes the Homunculus Servant infusion, which is included in this link even if being held, touched, or carried by another creature. Such creatures may communicate with the shockmage as if using telepathy, though they may not communicate with each other. The shockmage may communicate with all affected creatures simultaneously or select individual creatures to communicate with.
If one of these creatures is a construct, the shockmage may instead use that constructs' senses in place of their own, being able to see and hear what the construct can see and hear instead of their own senses. While using the senses of a construct, the shockmage has disadvantage on all attack rolls. The construct suffers no penalties.

Battle Hardened

15th-level Shockmage feature

Shockmages who become masters of their craft are capable of resisting the attacks of the enemy. They gain immunity to fear and charm effects. Additionally, the benefits of Enhanced Arcane Focus and Enhanced Defense have their enhancement modifier increased by 1. This does not benefit the bayonet-staff or entrenching wand's attack rolls or damage.

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8/6/2021 9:27:01 PM
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