Artificer Specialization: Holosmith

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Holosmith

Artificer Specialization

Artificer: Holosmith

Holosmiths can harness the power of the sun to enhance their ability in combat. They harness spells and weapons of light to burn their foes. They generate heat to boost their attacks, but if they get too cocky it can overheat and backfire.

Specialization Features

Your training as a holosmith grants you the following features:

Tool Proficiency

When you adopt this specialization at 3rd level, 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.

Holosmith Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Holosmith 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
  Holosmith Spells
       3rd        
  shield, magic missile
       5th        
  branding smite, scorching ray
       9th        
  daylight, blinding smite
       13th        
  sickening radiance, wall of fire
       17th        
  holy weapon, wall of light

Photon Forge

At 3rd level, you learn to harness the power of pure, concentrated light through a photon forge. As a bonus action, you can activate your photon forge, provided you have your smith’s tools on you. When activated, choose fire or radiant. You gain the following benefits:

  • You emit bright light in a 30-foot radius, and dim light for an additional 30 feet
  • Weapons you’re wielding become magical, if they aren’t already.
  • You can use your Intelligence modifier, instead of Strength or Dexterity, for attack and damage rolls.
  • Your weapon attacks deal radiant or fire damage.
  • When casting a spell that deals damage, you can choose to deal fire or radiant damage instead. If a spell deals more than one damage type, it does both, with the higher damage being of the type you chose.
  • When you activate this ability and at the start of each of your turns, you generate 1 point of heat. You generate an additional point of heat if you hit with a weapon attack or cast a spell that deals fire or radiant damage, up to one additional point of heat per turn. Your weapon attacks deal additional radiant or fire damage equal to the number of heat points you have. If at the start of turn your heat equals or exceeds your - Intelligence modifier, you must make a concentration saving throw with a DC of 8+your heat. On a failure, your photon forge overheats and is deactivated. You take fire or radiant damage equal to your heat and are incapacitated until the start of your next turn.

You can deactivate your photon forge as a bonus action.


Your photon forge can store 1 charge when you first gain this feature, 2 charges once you reach 8th level, and 3 charges once you reach 13th level. The photon forge regains a charge once it has been in sunlight or light created by the Daylight spell for 1 hour.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Flash Spark

At 9th level, while your heat equals or exceeds your intelligence modifier, you can use one of your attacks to emit a blinding flash of light. Every creature in a 15 foot cone must make a Constitution saving throw. On a failure it take fire or radiant damage equal to your Intelligence modifier + your heat and is blinded until the end of its next turn. On a success it takes half as much damage and isn't blinded.

Particle Accelerator

Starting at 15th level, while your photon forge is active your movement speed increases by 10 feet. In addition, while your photon forge is active you have resistance to radiant or fire damage, and whenever someone touches you or hits you with a melee attack while within 5 ft. of you they take fire or radiant damage equal to twice your heat.

 

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