Artificer Specialist: Electromancer
Electromancer
Electromancers specialise in plucking the kinetic and electrical energies from their custom made reservoir and other things around them in order to help themselves and allies whilst hindering their foes. When you choose this subclass you create a small reservoir that you keep on your person. Within this reservoir is a stored amount of kinetic potential you can use to harness and utilise your abilities. It can look however you like provided it is no larger than Tiny and can be comfortably stored on your person.
Electromancer Spells
| Electromancer Level | Spells |
|---|---|
| 3rd | Magnify Gravity, Thunderwave |
| 5th | Hold Person, Levitate |
| 9th | Lightning Bolt, Revivify |
| 13th | Storm Sphere, Gravity Sinkhole |
| 17th | Synaptic Static, Telekinesis |
Static Adhesion
At 3rd level, you channel your reservoir into your extremities in order to help you adhere to surfaces so long as you continue to generate kinetic energy. You gain a climbing speed equal to your walking speed that allows you to walk or run along walls unimpeded. You may traverse such terrain without issue unless you stop moving, in which case you will fall.
Augment Kinesthesis
When you choose this subclass you gain access to a variety of abilities your reservoir can grant you. At third level, you may choose two from the list below. The number of augmentations you can choose increase every time you gain another specialist feature. You may also change one augmentation per long rest. Each Upgraded or Perfected version of any one ability requires an additional augmentation. The reservoir allows you to use the following abilities which require a bonus action unless otherwise stated:
Active Augmentations
- Kinetic Barrier: you use your bonus action to conjure a forceful barrier between you and your enemies. As a reaction, you discharge the barrier when you are struck with a melee attack. Everything in a 10ft radius must make a Dexterity saving throw or take 2d6 force damage. You must then use a bonus action once the barrier has been discharged to replenish it.
- Upgraded (5th level): you may select a number of creatures equal to 1+your Intelligence modifier (minimum of 1) to not be targeted by your barriers discharge.
- Perfected (15th level): the damage you now deal with Kinetic Barrier is increased to 2d12 and can now sustain two hits before needing to be replenished.
- Neural Hijack: you use your kinetic potential to bend a creature to your will. You may choose a creature that you can see within 15ft of you and have them make a Wisdom saving throw. On a failure, the creature loses the majority of its motor control and is considered restrained. While restrained in this way, it also takes 1d6 lightning damage at the end of each of its turns. It may repeat the saving throw at the end of each of its turns.
- Upgraded (5th level): You may choose to use your action on your turn to puppeteer the creature you have restrained. You can control them to do one of the following things:
- Attack any creature of your choosing within it’s range
- Perform the Aid action on a nearby ally
- Cast a spell provided it is also one that you also know as you are forcibly moving the limbs of the creature under your control.
- Perfected (15th level): while restrained, the creature now takes 3d6 lightning damage. If you attempt to hijack a creature who has already been hijacked by you before and broken free of your control, they make their next save at disadvantage.
- Upgraded (5th level): You may choose to use your action on your turn to puppeteer the creature you have restrained. You can control them to do one of the following things:
Active Augmentations (continued)
- Kickback: you create a strong wave of energy to knock enemies away from you. Every creature of your choosing within 5ft of you must make a Strength saving throw or be knocked back 5ft as well as prone.
- Upgraded (5th level): when you use Kickback to propel enemies away from you, your own defences are bolstered. Until the start of your next turn, you gain +2 AC.
- Perfected (15th level): Your reservoir makes you swift and heightens your reflexes. After using Kickback, you may use your reaction to move up to your movement speed in any direction. Enemies see you being wreathed in a shimmering blue field during this time and you benefit from full cover whilst moving in this way.
- Static Haze: you create a wall of static energy that distorts the visuals beyond it until the end of your next turn. The wall itself is 10ft long and 50ft high, and grants any allies on either side half cover against enemies on the other side. Enemies do not benefit from this cover.
- Upgraded (5th level): the wall begins to mildly pulse, emitting faint static energy in the direction of your enemies. Projectiles cannot be fired through the wall and any flying creature size Small or smaller cannot pass through it.
- Perfected (15th level): the wall repels foes away, as if being pushed by an invisible force. The presence of the wall makes the 10ft it occupies and an additional 5ft beyond it difficult terrain. If a creature starts its turn in said difficult terrain, they must make a Constitution saving throw or take 4d6 force damage.
Passive Augmentations
- Echolocation: you gain advantage on Wisdom (Perception) checks on anything that requires hearing.
- Upgraded (5th level): your reservoir constantly emits a low hum that interferes with other people's hearing. You gain advantage on Dexterity (Stealth) checks while this augmentation is selected.
- Perfected (15th level): your reservoir’s hum encompasses your allies, granting them with advantage on either Wisdom (Perception) or Dexterity (Stealth) checks, whichever you designate when you choose this augmentation. They must be within 10ft of you to benefit from this augmentation.
- Neural Boost: while you have this augmentation selected, you and up to six other allies benefit from an additional 10ft to their walking speed while they are within 30ft of you. This also applies to climbing, swimming, burrowing or flying speeds.
- Upgraded (5th level): you and the allies you have chosen also benefit from temporary hit points equal to 5+your Artificer level whenever you finish a short rest while this augmentation is selected.
- Perfected (15th level): allies within 10ft of you benefit from enhanced senses, their heightened skills seemingly tilting luck in their favour. Any skill checks, attack rolls, or saving throws benefit from an additional d4 to their total.
- Overclock: when you use hit dice to regain lost hit points, you may reroll 1’s and 2’s.
- Upgraded (5th level): you have advantage on Constitution saving throws to stave off exhaustion.
- Perfected (15th level): whenever you heal yourself or allies through magical means, you can maximise a number of dice equal to your proficiency modifier.
- Shock Trooper: when you use an infused weapon to inflict a critical hit on an enemy, you do an additional 1d12 lightning damage.
- Upgraded (5th level): upon dealing the additional lightning damage, you heal for the same amount.
- Perfected (15th level) the enemy must make a Constitution saving throw. On a failed saving throw, they are stunned until the start of your next turn.
Augment Kinesthesis
At 5th level, you gain access to another augmentation from the list provided.
Galvanised Spellcasting
At 5th level, you can use your reservoir as a spellcasting focus for your artificer spells. When you cast an artificer spell through your reservoir, roll a d8, and you gain a bonus to one of the spells damage rolls equal to the number rolled.
Augment Kinesthesis
At 9th level, you gain access to two augmentations from the list provided.
Supernova
Starting at 9th level, you learn how to harness the powers of your reservoir to bring ruin to your enemies or protect your allies. As an action, you may choose to use one of the following abilities:
- You can hurtle yourself towards your foes and discharge a mighty shockwave from your reservoir. You teleport up to 30ft to a location you can see within range and produce a mighty eruption of static energy which assails your enemies. Any enemies within 15ft of you must make a Dexterity saving throw. On a failed saving throw, they take 4d8 lightning damage and are slowed until the start of your next turn, as per the slow spell. On a successful saving throw, they take half the damage and are not slowed.
- You weave your reservoirs innate energy into the arcane abilities you possess, bathing your allies in a soothing blanket of static. Allies within 30ft of you regain 4d8 hit points and have advantage on their next attack roll, ability check, or saving throw. In addition, you may choose to remove one of the following effects from an ally that is in range: charmed, stunned, frightened, blinded, deafened.
You can use this ability again when you finish a long rest.
Augment Kinesthesis
At 15th level, you gain access to another augmentation from the list provided.
Spark of Brilliance
At 15th level, you are a master of the kinetic energies that have been a part of your arsenal for so long. It has heightened your senses and expanded your potential beyond what you thought possible, allowing you to better grasp the battlefield as well as provide further help to your allies:
- You can no longer be surprised.
- You can cast Chain Lightning and Skill Empowerment without expending a spell slot and without preparing the spell, provided you use your reservoir as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.