Some Artificers don't know when to stop. They tinker and they fiddle and they make a mess. But sometimes it is these less refined Artificers who end up changing the course of history. You must fail and fail gloriously if you want to make a real difference and that is what the Galvanist knows.
Conduit Caster
When you choose this archetype at 3rd level, you gain proficiency in Jewelers Tools and you learn the Lightning Lure and Shocking Grasp cantrips. If you already know one of these cantrips, you learn a different artificer cantrip of your choice. The cantrip doesn't count against your number of cantrips known.
Galvanist Spells
| Artificer Level | Spells |
|---|---|
| 3rd | Thunderous Smite, Witch Bolt |
| 5th | Hold Person, Mirror Image |
| 9th | Call Lightning, Thunder Step |
| 13th | Dimension Door, Storm Sphere |
| 17th | Destructive Wave, Synaptic Static |
Galvan Battery
Starting at 3rd level you have discovered the way to create a Galvan Battery. A Galvan Battery is a small contraption of your design that gives off a dim light within a 5 ft radius and is either worn or embedded in armor and can be used as your spellcasting focus. It’s function is to try to contain extreme amounts of raw arcane power so that you can attempt to borrow and channel this energy to aid you in battle.
Using Jewelers Tools, you can take a bonus action to begin charging your Galvan Battery. The charge lasts for 1 minute unless it is removed from your contact or until the energy explodes. You start with 0 charges and your Galvan Battery gains 1 charges at the beginning of your turn. You can only have up to a number of charges in your battery equal to your artificer level.
Once on your turn, after you hit with an attack or a creature fails a saving throw against a spell you cast this turn, you can deal an additional 1d8 lightning damage for each charge the Galvan Battery has to the target or a different creature within 15 ft of the target. This damage happens simultaneously with the trigger. In addition, if you roll the same number on any of the d8s, the Galvan Battery becomes unstable and the stored energy explodes. Each creature within 10 feet of you must make a Dexterity saving throw, taking lightning damage equal to the numbers rolled on a failure, or half on a success. You have disadvantage on the save.
As a bonus action, you can safety expel the energy out, removing all built up charges. Alternatively, as an action you can choose to have your Galvan Battery explode. If you do, you do not have disadvantage on the saving throw.
Once you start charging your Galvan Battery, you can’t do so again until you finish a short or long rest or until you expend a spell slot. If you expend a spell slot of 2nd level or higher, it starts with a number of charges equal to the level of the expended slot.
Lightning Insulation
Also at 3rd level, you've found a way to protect yourself from the constant electricity you work with. You have resistance to lightning damage.
Alternating Current
Starting at 5th level When you are hit by an attack you can use your reaction to reduce the damage taken by your Intelligence modifier and then you can choose to have a branch of electricity shoot back to the attacker if they are within 5 ft and they take lightning damage equal to your Intelligence Modifier.
Arcane Accumulator
At 9th level, your Galvan Battery can store and expend incredible amounts of arcana at a moments notice allowing you to adapt to many situations:
- When you trigger your Galvan Battery feature, you can choose to target two creatures within 15 feet of the creature instead of one. You can use this feature a number of times equal to your proficiency bonus, and regain all uses after finishing a long rest
Voltaic Surge
Once you have reached 15th level, you have learned how to make your Galvan Batteries greatest failure into your biggest success:
- The additional damage from Galvan Battery increases to 1d10 for each charge.
- Once per long rest if you fall unconscious while your Galvan Battery is active you can expend all your charges to shock yourself back to life and regain consciousness with 1 health and an additional 1d10 temporary hit points for each charge of the Galvan Battery expended.
Credits -
Svetlin Velinov - League Guildmage / Sunar.Ko - Circuit Vector / Revoltan - Microelectronics Circuits/ Magali Villeneuve - Weather the Storm