Artificer Specialist: The Lightsmith

by drognbork

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Artficer Specialist

Lightsmith

A Lightsmith learns how to harness magical, radiant energy and put it to use in their weaponry. These artificers create complex machines that channel and focus light, turning that energy into powerful beams that can sear their foes. These machines come in multiple varieties, each with a distinct purpose and common name. The aurum blaster is the generalist weapon, a basic ranged weapon, light enough to be dual wielded. The flash cannon is a short ranged weapon, capable of hitting multiple foes at once. The gleamblade is the close range weapon, a searing arc of light that can be used to cut down foes. The lustre striker is an immense close range, heavy weapon, fueled by immense, blazing light, able to shatter foes with ease. The lux shooter is a long range weapon, capable of outranging longbows and taking out targets with powerful, focused blasts. The ray piercer is a light, close range weapon, used for quickly striking down foes with a flurry of attacks.

Though lightsmiths were relatively uncommon in the time of the Last War, those that did exist made versatile combatants that were an asset to any army. Capable both as front-line soldiers and back-line artillery, these artificers are well respected warriors.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with glassblower's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Lightsmith Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Lightsmith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Lightsmith Spells
Artificer Level Spells
3rd faerie fire, guiding bolt
5th branding smite, moonbeam
9th crusader’s mantle, daylight
13th guardian of faith, sickening radiance
17th dawn, holy weapon

Lightforging

Beginning at 3rd level, whenever you finish a short or long rest, you can magically construct one of the following weapons: an aurum blaster, a flash cannon, a gleamblade, a lustre striker, a lux shooter or a ray piercer. If you already have a weapon constructed, you must transform that weapon into a new type rather than constructing a new one. You are proficient with these weapons, and you use your Intelligence modifier for their attack and damage rolls. They function by channeling your inner magic, and thus cannot be wielded by other creatures.

Each of these weapons have the following properties:

Lightforged Weapons
Weapon Damage Properties
Aurum Blaster 1d8 radiant (80/320 ft.), Charge 6, light, slinger, twin
Flash Cannon 1d10 radiant Special, Charge 2, two-handed
Gleamblade 1d8 radiant Finesse, slinger, twin
Lustre Striker 1d12 radiant Charge 4, Heavy, two-handed
Lux Shooter 1d12 radiant (300/1200 ft.), Charge 2, two-handed
Ray Piercer 1d6 radiant Finesse, light, thrown (40/80 ft.), twin

Charge. This weapon may be used a number of times equal to its Charge score before it must be charged by using either an action, attack or a bonus action.

Special. You do not make attack rolls with this weapon. Instead, your attacks with it shoot blasts of radiant energy that fill a line 5-feet wide and 10-feet long extending from you. Each creature in the area must succeed on a Dexterity saving throw against your Artificer spell save DC or take the damage of this weapon. At 5th level, this weapon is improved: The lines created by this weapon have a length of 30 feet, rather than 10 feet, and a creature that succeeds on the save imposed by this weapon takes half damage, rather than none.

Slinger. When you use the Attack action and attack with with this weapon, you can use a bonus action to attack with a ranged weapon that you are holding. The weapon must have the light property.

Twin. When you switch weapon types to a weapon with this property, or create a lightforged weapon with this property, you can choose to create another weapon with this property. You may only have two lightforged weapons at any one time. If you switch weapon types to a weapon without this property, or create a lightforged weapon without this property, both weapons are replaced by the new weapon.

Empowered Weaponry

Also at 3rd level, you can expend spell slots to temporarily empower your Lightforged weapons. When you make an attack with one of these weapons, you can expend a spell slot of 1st level or higher to empower the weapon. It has the following enhanced effects, based on the weapon’s type:

Aurum Blaster, Gleamblade, and Ray Piercer. For 1 minute, attacks made with the weapon deal additional radiant damage on a hit: 1d4 for a 1st level slot, 1d6 for a 2nd level slot, 1d8 for a 3rd level slot, 1d10 for a 4th level slot, and 1d12 for a slot of 5th level or higher.

Lustre Striker and Lux Shooter. For a number of rounds equal to its Charge score, attacks made with the weapon explode in a burst of light. Hit or miss, the target and each creature of your choice within 5 feet of it must succeed on a Dexterity saving throw against your artificer spell save DC or take 2d6 radiant damage for a 1st level slot, plus 1d6 for each spell level higher than 1st.

Flash Cannon. For a number of rounds equal to its Charge score, any creature that fails its save against this weapon is pushed up to 5 feet away from you and knocked prone. Also, if you use a slot of 2nd level or higher, the weapon’s damage is increased by 1d4 for each spell slot level higher than 1st.

Augmented Armaments

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, you ignore the charge property of your lightforged weapons.

Finally, you learn how to shift between your lightforged weapons with greater fluidity. At the end of a long rest, choose two weapon types from the lightforged weapons table. As a bonus action, you may change between these two weapon types, replacing the old weapon with the new. You may do this a number of times equal to your Intelligence modifier, regaining all expended uses at the end of a long rest.

Halo Bombs

At 9th level, you learn how to craft magical explosives, called halo bombs, that create bursts of blinding light. Whenever you finish a long rest, you can create a number of halo bombs equal to your Intelligence modifier (minimum 1). Bombs you create last indefinitely until they are used. You can have a number of bombs equal to twice your Intelligence Modifier at one time. As an action, you can throw an aurum bomb at a point you can see within 60 feet of you. The bomb explodes at that point, forcing each creature within a 10-foot radius area to make Dexterity saving throws against your Artificer spell save DC. On a failed save, a creature takes 3d8 radiant damage and is blinded until the end of your next turn. On a successful save, a creature takes half as much damage and is not blinded.

Radiant Mastery

Starting at 15th level, your Halo Bombs and Lightforged Weapons are both improved.

  • The damage of your halo bombs is increased to 6d8.
  • Each of your Lightforged Weapons deals an additional die of damage.
  • You can change your weapon type at will, requiring no action.

Credits

The Lightslinger Artificer, by u/Jonoman3000


Art by Josh Corpuz, 'The Marksman'


Fiendy, for helping me balance.