Storm Smith (Variant)
Masters of Storm Energy
A Storm Smith utilizes the raw destructive power of thunder and the energizing radiance of lightning. They can protect and restore their allies, while bringing the chaos of the elements upon their enemies. Their weapons are imbued with the power of the storm itself, and their constructed storm generator assists them in both the endeavors.
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.
Storm Smith Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Storm Smith 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 | gift of alacrity(EGtW), thunderwave |
| 5th | dragon's breath(XGtE), hold person |
| 9th | aura of vitality, lightning bolt |
| 13th | aura of life, elemental bane(EEPC) |
| 17th | destructive wave, hold monster |
Stormforged Armament
When you reach 3rd level, you gain proficiency in martial weapons due to your combat training.
In addition, your experiments with thunder and lightning allow you to imbue your weapons with their energy. Over the course of 1 hour, you can turn one magical or nonmagical simple or martial weapon into a stormforged armament, giving it the following features that are usable by you:
- When you attack with your stormforged armament, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
- When you deal slashing, piercing, or bludgeoning damage with your stormforged armament, you can change that damage type to lightning or thunder.
You can have a number of stormforged armaments equal to your proficiency bonus. If you attempt to create more than your proficiency bonus, then you must choose to end the effects on one of your other stormforged armaments.
Storm Generator
By 3rd level, you have crafted an electrifically charged companion, a storm generator. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Storm Generator stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance, whether it is a small or medium creature, and whether it has two legs or four.
In combat, the generator 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 another action. That action can be one in its stat block or some other action. If you are incapacitated, the generator can take any action of its choice, not just Dodge.
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 storm generator returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new storm generator if you have smith's tools with you. If you already have a generator from this feature, the first one immediately perishes. The generator also perishes if you die.
Storm Generator
Small or medium construct
- Armor Class 15 (natural armor)
- Hit Points 2 + your Intelligence modifier + 4 times your artificer level (the generator has a number of Hit Dice [d6s] equal to your artificer level)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 14 (+2) 4 (-3) 10 (+0) 6 (-3)
- Saving Throws: Dex +1 plus PB, Con +2 plus PB
- Skills: Athletics +2 plus PB x 2
- Damage Immunities: lightning, poison
- Condition Immunities: charmed, exhaustion, frightened, poisoned
- Senses: darkvision 60 ft., passive Perception 10
- Languages: understands the languages you speak
- Proficiency Bonus (PB): equals your bonus
Charged Field. The generator emits dim light in a 10 foot radius, as small arcs of lightning spark and crackle in the air around it. You can enable or disable this effect as a free action.
Actions
Jolt. Melee Spell Attack: your spell attack modifier to hit, reach 10 ft., one target you can see. Hit: 1d6 + PB lightning damage.
Vitalizing Jolt (PB/day). An energizing arc leaps out at one creature of your choice within 10 feet of the generator, granting it temporary hit points equal to 1d6 + PB.
Reactions
Defensive Magnetism. The generator can focus it's charged field to electrically magnetize the air around it for a brief moment. When a creature within 10 feet of the generator is hit by an attack, the generator can use it's reaction to add half your PB rounded up to the creature's AC, potentially causing the attack to miss.
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Overcharge
At 9th level, you've learned how to charge your electrical devices with increased power for a short time. As an action, you can choose to overcharge either your Stormforged Armaments or your Storm Generator. The overcharged effects last for one minute, or until you end it as a free action.
- Stormforged Armament. Your overcharged armaments are brimming with power. Whenever you hit a creature with a weapon, the creature takes an extra 1d8 lightning or thunder damage (your choice).
- Storm Generator. The radius of the storm generator's Charged Field increases to 30 feet, as a potent energizing aura is emitted from it. All creatures of your choice within the radius have their speed increased by 15, and gain a +2 bonus to AC, and advantage on dexterity saving throws. A creature that is currently affected by the haste spell cannot also benefit from the effects of this ability.
You can only benefit from one of the overcharged effects at a time, and if you use this feature again any previous overcharged effects end.
You can use this feature twice, and you regain all expended uses after a long rest. You gain additional uses of this feature at 13th level (3) and 17th level (4).
Stormforged Improvements
At 15th level, your tinkering with lightning and thunder has manifested the following improvements:
- You gain resistance to lightning and thunder damage.
- Once per long rest, you can cast chain lightning without preparing the spell and without expending a spell slot.
- When you use your Overcharge feature, you can choose to affect both your Stormforged Armaments and Storm Generator with the same action, but you must still expend a use for each.
Changelog
Version 2
- Stormforged Armament - Increased total number of armaments you can create.
- Overcharge - Removed spell effect; changed scaling from every 4 levels to every 3 levels.
- Storm Generator - removed Defensive Field and Energy Conversion abilities, and replaced them with Charged Aura and Defensive Magnetism respectively; lowered Energizing Jolt from 2d6 to 1d6
- Stormforged Defense - Changed paralyzed condition to stunned; split lightning damage/healing and stunned condition into two separate reactions.
- Defensive Magnetism - Lowered AC bonus from PB to half PB rounded up.