Artificer Specialization: The Stormsmith

by drognbork

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The Stormsmith

Artificer Specialization

At 3rd level, you choose the type of specialist you are. Your choice grants you features at 5th level and again at 9th and 15th level.

The Stormsmith

The schism between dwarven and duergar societies is near absolute, backed by a hatred that has been tempered and honed over centuries. It is curious, then, how an invention such as an arcano-mechanical storm gauntlet, one born in the depths of Thuldanin, found its way into dwarven workshops. I suppose some ideas are simply too masterful to hate, and betray the kinship they still share.

Tool Proficiency

3rd-level Stormsmith feature

When you adopt this specialization, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Stormsmith Spells

3rd-level Stormsmith feature

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

Artificer Level Spells
3rd thunderous smite, thunderous smite
5th gust of wind, redirect energy HB
9th call lightning, lightning bolt
13th ionizing wind,HB storm sphere
17th destructive wave, storming vengeance HB

Storm Gauntlet

3rd-level Stormsmith feature

You finish your tinkering on your storm gauntlet. Only you can use it, it counts as both a magic weapon and a spellcasting focus, and you can't be disarmed of it while wearing it.

Cantrips. While wearing your gauntlet, you know the static discharge and booming blade cantrips. These are Artificer cantrips, but do not count against your number of cantrips known (see the end of this document).

Storm Pulse. You can use your gauntlet as a melee weapon with which you are proficient. On a hit, it rings or crackles audibly with power within 300 feet of you, dealing 1d8 lightning or thunder damage (your choice). You use your Intelligence modifier for the attack and damage rolls.

Tempest Blast. You can use your gauntlet as a ranged weapon with which you are proficient. It shoots a beam of crackling energy with a range of 150 feet. On a hit, it deals 1d10 lightning or thunder damage. You use your Intelligence modifier for the attack and damage rolls.

Losing your Gauntlet. If you lose your gauntlet, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of cloth, metal, and other raw materials.

Extra Attack

5th-level Stormsmith feature

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

Power Absorption Module

9th-level Stormsmith feature

You finish the ingenious power absorption module, capable of harnessing raw power. When you take fire, force, lightning, or thunder damage while wearing your gauntlet, you can use your reaction to halve the damage you take. When you do so, your first Thunder Slam or Volt Blast on your next turn deals additional damage equal to half your artificer level on a hit. You can absorb power in this manner a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Overload Module

15th-level Stormsmith feature

You have finished building and installing an overload module. It grants you the following benefits:

  • The damage of your Storm Pulse increases by 1d8.

  • The damage of your Tempest Blast increases by 1d10.

  • The range of your Tempest Blast increases to 300 feet.

Spells

Static Discharge

Evocation cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (a silver wire)
  • Duration: Instantaneous

You discharge static electricity, creating a momentary field of crackling energy around you. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 lightning damage. A creature has disadvantage on the saving throw if it is wearing armor made of metal. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Arc Pulse

4th-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a magnet that has been struck by lightning)
  • Duration: Concentration, up to 1 minute

An arc of sustained, violent lightning forms between two creatures that you can see within range. For the duration, each target takes 4d12 lightning damage at the end of each of its turns. The spell ends if one of the targets ends its turn more than 30 feet away from the other target.


Classes: Artificer, Wizard

Mantle of Avalas

4th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

Lightning crackles from you as a 30-foot aura of discordant, thunderous noise surrounds you. Until the spell ends, the aura moves with you, centered on you. While in the aura, a creature other than you has disadvantage on Wisdom (Perception) checks that rely on hearing, and must make a Dexterity saving throw if it uses its action for anything other than the Attack action, taking 2d8 lightning damage on a failed save, or half as much on a successful one.


Classes: Artificer, Wizard

Redirect Energy

2nd-level abjuration


  • Casting Time: 1 reaction, which you take when you or a creature within 5 feet of you takes acid, cold, force, fire, lightning, necrotic, radiant, or thunder damage
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

This spell can redirect some of the arcane energy cast at you or allies. Roll 3d12 + your spellcasting ability modifier, and reduce the damage by the number rolled. You immediately make a ranged spell attack against a target of your choice within range. On a hit, the new target takes damage equal to the damage of the triggering type prevented.


Classes: Artificer, Wizard

Storming Vengeance

5th-level evocation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (a weapon)
  • Duration: Instantaneous

You channel rage of the storm, to strike down a foe where it stands. Make a melee attack with a weapon. On hit, the target suffers the attack's normal effects plus 6d8 lightning damage and becomes stunned until the start of its next turn. Additionally, every creature of Large size or smaller other than yourself within 20 feet of the target must make a Dexterity saving throw or be knocked prone, regardless of whether the initial attack was successful.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.


Classes: Paladin, Sorcerer, Wizard