Generator

by Gibbian

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Generator

There are few concrete laws of magic. It is, for the most part, intangible, invisible, and unobservable. However, those that manipulate magic into spells are able to shape its energies into wondrous effects. Those very same spellcasters have sought ways to further study the weave, through observation, dissipation, and others.

Generators take this a step further. Experts in the ways of the ebb and flow of magic, they are able to manipulate its path into artificial fields, contained within masterfully crafted vessels, which can be used to fuel their arcane efforts. Artificers who choose the path of the Generator are true masters of the circulation of magic, able to manipulate its path through their creations in ways beyond what other artificers are able to achieve.

Generator features
Artificer Level Feature
3rd Tool Proficiency, Generator Spells, Arcane Battery
5th Residual Charge
9th Advanced Batteries
15th Perfect Production

Tool Proficiency

3rd-level Generator feature

You gain proficiency with potter’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Generator Spells

3rd-level Generator feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Generator 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 chromatic orb, expeditious retreat
5th continual flame, dragon's breath
9th life transference, elemental weapon
13th aura of life, storm sphere
17th circle of power, greater restoration













Arcane Battery

3rd-level Generator feature

You have learned to create magical generators of pure, arcane energy, which when attached to your person can be called upon to bolster your spellcasting capabilities. Over the course of a short or long rest, you can create a charged Arcane Battery (or recharge an inert Arcane Battery you already have) using tinker's tools or potter's tools. This battery automatically harnesses ambient magical energy and stores it within, through the use of magically-infused ceramic and looping arcane sigils. This battery is fastened to a glove, fixed to armor, or otherwise attached to your person, and cannot be removed against your will. If you choose to remove it, it becomes inert.

When you create the battery, choose a damage type: acid, cold, fire, lightning, or thunder. This damage type will be used for a number of your subclass features. When a charged Arcane Battery is on your person, you gain access to certain abilities:

  • Discharge: As a bonus action, you can make a ranged spell attack, unleashing an arc of concentrated magic from the Arcane Battery that targets one creature within 60 ft of you. On a hit, the attack deals damage of your chosen type equal to 1d8 + your Intelligence modifier.
  • Absorb: When you or a creature within 15 ft of you takes damage of a type you can choose for your Arcane Battery, you can use your reaction to redirect the damage to your Arcane Battery. If the damage was dealt to someone else, you take the damage instead. If you choose so, you can immediately change your chosen damage type to that of the triggering damage. Regardless of your choice, you reduce the damage by 1d10 + your Intelligence modifier + your Artificer level. If this would reduce the damage to 0 or lower, you may immediately Discharge or Overload as part of the same reaction.
  • Overload: You can use a bonus action to overcharge your Arcane Battery, empowering yourself with the elemental energy within. Until the end of your next turn, you gain a +2 bonus to your spell attack rolls, resistance to your chosen damage type, and advantage on saving throws against spells and other magical effects. At the end of your next turn, your battery is rendered inert.

Using tinker's tools or potter's tools, you can use your action to spend a spell slot and recharge an inert Arcane Battery. You can have a maximum of one Arcane Battery at a time, and creating a new Arcane Battery destroys your current one. Whenever you recharge your battery, you can choose a new damage type.

Residual Charge

5th-level Generator feature

You've further increased the effectiveness of the batteries you create, allowing them to bolster the spells you cast. Whenever you cast a spell while you have a charged Arcane Battery on your person, roll 2d4, and gain a bonus to one of the spell’s damage rolls equal to the number rolled. That roll must deal damage of a type you can choose for your Arcane Battery, though it doesn't have to be the type you have currently chosen. While your battery is inert, the bonus damage is reduced to 1d4.

Advanced Batteries

9th-level Generator feature

Through an even deeper understanding of magical energy, your Arcane Battery becomes even more powerful and versatile. When choosing the damage type for your Arcane Battery, you can also choose from force, necrotic, or radiant damage. Additionally, the functions of your Arcane Battery gain additional effects:

  • Discharge: When activated, you fire 2 arcs instead of 1. These arcs can target 2 different creatures, or the same creature twice. You make a separate attack roll for each arc.
  • Absorb: You can redirect damage targeting a creature up to 30 ft away from you.
  • Overload: When activated, until the end of your next turn, you also double your speed, gain a +2 bonus to your spell save DC, and gain immunity instead of resistance to your current damage type. Additionally, as part of the same bonus action used to activate Overload, creatures of your choice within 15 ft of you either take damage of your chosen type or gain temporary hit points equal to twice your Intelligence modifier (minimum of 2), as magic sparks from your battery to harm foes and bolster allies.

Perfect Production

15th-level Generator feature

Your mastery over arcane containment allows you to mold magic with nearly complete control. As an action, you can change what damage type your Arcane Battery is charged with. Additionally, the functions of your Arcane Battery gain additional effects:

  • Discharge: You gain an additional way you can deliver power to foes. Rather than firing arcs, you can use your bonus action to create a 30 ft cone originating from yourself. Creatures within the cone must make a Dexterity saving throw against your spell save DC, taking 3d6 damage of your chosen type on a fail, and half as much damage on a success.
  • Absorb: You no longer need to reduce the damage to 0 or lower to activate Discharge or Overload as part of the same reaction.
  • Overload: You can now Overload your Arcane Battery twice before it is rendered inert. Additionally, when activated, any artificer spell you cast of 5th level or lower counts as one spell level higher than normal, until the end of your next turn. The spell must be cast with an action, bonus action or reaction in order to receive this benefit.
Credits

Design by: u/coolio_zap, with lots of feedback from the Discord of Many Things.

 

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