My Documents
Become a Patron!
# Artificer Specialist ### Tesla Teslas are masters of electricity and controlling the battlefield, specializing in hitting multiple enemies at once. Channeling their power though their tesla coils, both to destroy and to protect. #### Tool Proficiency When you adopt this specialization at 3rd level, 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. #### Tesla Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Tesla 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 | Spell | |:---:|:-----------:| | 3rd | *absorb elements, chaos bolt* | | 5th | *arc lightning*, pyrotechnics* | | 9th | *haste, lightning bolt* | | 13th| *sickening radiance, wall of lighting** | | 17th| *animate objects, destructive wave* | #### Tesla Coil By 3rd level, you have crafted an electrified companion to assist you in your adventures, a tesla coil. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the tesla coil stat block. You determine the creature's appearance; your choice has no effect on its game statistics. In combat, the tesla coil shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action. Creatures can pick up the tesla coil as if it was an object, but a creature holding the tesla coil must make a Constitution saving throw or take 1d4 lightning damage when the tesla coil uses zap. If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The tesla coil returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can create a new tesla coil if you have your smith's tools with you. If you already have a tesla coil from this feature, the first one immediately perishes. \columnbreak ___ > ## Tesla Coil >*Tiny Construct, Neutral* > ___ > - **Armor Class** 13 (natural armor) > - **Hit Points** equal the tesla coil's Constitution modifier + your Intelligence modifier + three times your level in this class > - **Speed** 15 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|14 (+2)|12 (+1)|4 (-3)|11 (+0)|5 (-3)| >___ > - **Saving Throws** Dex +4, Con +3 > - **Damage Immunities** Lightning, Poison > - **Condition Immunities** charmed, exhaustion, frightened, poisoned > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** understands the languages you speak > ___ > ***Might of the Master.*** The following numbers increase by 1 when your proficiency bonus increases by 1: the coil's saving throw bonuses (above), the bonuses to hit and damage of its zap attack and plasma shield (below). > ### Actions > ***Zap.*** *Melee Spell Attack:* +5 to hit, 10 ft., **two** targets. *Hit:* 4 (1d4+2) lightning damage > > ***Plasma Shield (3/day).*** Until the start of the coil's next turn, attacks against the coil and creatures of its choice within 10 ft of it have disadvantage, and creatures that hit the coil with a melee weapon attack take 4 (1d4+2) lightning damage.
\pagebreak
#### Chain Reaction Also at 3rd level, you learn the *Shocking Grasp* cantrip. It counts as an artificer cantrip for you, but it doesn’t count against your number of cantrips known. If you already know the *Shocking Grasp* cantrip, You may choose another cantrip from the artificer spell list. Additionally, when you cast and hit with the *Shocking Grasp* cantrip, you can cast it again against another creature, except originating from the initial target, and instead doing 1d6 lightning damage, increasing by 1d6 at 5th, 11th and 17th level. #### Capacitor Starting at 5th level, you can use your tesla coil to enhance your lightning magic. When you cast a spell using your smith's tools as the spellcasting focus that deals lightning damage, add your Intelligence modifier to one damage roll of that spell. Additionally, you can cast spells that deal lightning damage as though you were in the coil's space, using your own senses, as long as the coil is also within range of the spell. #### Storm Conduit At 9th level, your tesla coil becomes more powerful, becoming a conduit for your powers: - The tesla coil's damage rolls all increase by 1d4. - While Plasma Shield is active, a hostile creature within 10 feet of the tesla coil that can't take reactions has its speed reduced to 0. \columnbreak #### Overcharged Starting at 15th level, you've perfected the design of your tesla coil, capable of protecting your allies, its Plasma shield now lasts 1 minute rather than a round. Additionally, while plasma shield is active, the coil becomes more deadly, when the coil hit with its zap, it can choose to impose one of the following effects - It can’t take reactions until the end of your next turn. - It's speed is reduce by 15 feet until the end of your next turn. - It has disadvantage on the next attack roll it makes before the end of its next turn. > #### Your Tesla Coil > Your tesla coil can look however you want it to. Here are some examples: > - A tesla coil on wheels > - A mechanical beast, charged with electricity > - An object, possessed with a spirit and infused with lightning magic \pagebreak
### New Spells The following lightning themed spells appear on the spell lists of various spellcasters. #### Arc Lightning *2nd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 60 ft - **Components:** V, S, M (two small pieces of metal) - **Duration:** Instantaneous - **Class:** Bard, Druid, Sorcerer, Wizard ___ A bolt of crackling lightning flies out to a target within range, on a hit, the target takes 3d8 lightning damage and the lightning leaps from the target to a different creature of your choice within 15 feet of it. Make a new attack roll against the new target, and make a new damage roll, which can cause the lightning to leap again. A creature can be targeted only once by each casting of this spell, and the lightning can only jump up to three times. ___ ***At higher level.*** When you cast this spell using a spell slot of 3rd level or higher, the lightning can jump an additional time, and each target takes 1d8 extra damage for each slot level above 2st. #### Wall of Lightning *4nd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 ft - **Components:** V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and two silver pins) - **Duration:** Concentration, up to 10 minutes - **Class:** Druid, Sorcerer, Wizard ___ You create a wall of lightning on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 5 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 5 foot thick. The wall is lightly obscures its area and lasts for the duration. ___ When the wall appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 3d8 lightning damage, or half as much damage on a successful save. ___ At the start of your turn, lightning shoots out from the wall to a creature within 10 feet of one side of the wall (does not include within the wall), selected by you when you cast this spell, make a ranged spell attack. You have advantage on the attack roll if the target is wearing armor made of metal. on a hit, the creature takes 4d8 lightning damage, and it can't take reactions until the start of its next turn. The wall deals 4d8 lightning damage to each creature that enters the wall for the first time on a turn or ends its turn there. ___ ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. \columnbreak > #### Credits > Made by Fantomp. (me) > With help and feedback by **FrenchTech16 (Vradomor)**, **blueisherp**, **ItsMaybelline** and **Windox** on the **Discord of Many Things** Server. > **Art:** > [Zappies](https://sketchfab.com/3d-models/zappies-clash-royale-ef90963de2524bdfb4cfdb8099315345/ "Sketchfab") by Ivanix88 > [Lutri the Spellchaser](https://www.artstation.com/artwork/qAg35P "Artstation") by Lie Setiawan > [Lightning](https://www.desktopbackground.org/wallpaper/lightning-wallpapers-7403 "Desktop Background") by DesktopBackground.org