Artificer Specialisation: Electrician

by Hazelbunnie

Search GM Binder Visit User Profile

Artificer Specialist

Electrician

An artificer who specializes as an Electrician learn to generate and manipulate electricity. The artificer is often one of the first people on their world to discover and apply ideas around electricity. Far from being an academic, Electricians channel their knowledge into practical devices, weapons and gadgets.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with tinker’s tools and electrician’s tools, a new type of tool used for creating electrical circuits and contraptions. Electrician’s tools may be created by anyone skilled in their use for 10GP worth of materials using a forge and tinker’s or smith’s tools. Electrician’s tools consist of a pair of pliers, a screwdriver, a pair of pliers, a pair of wire cutters, a wrench, and several hand-made gadgets for inducing and measuring electrical charges. If you already have either of these proficiencies, you gain proficiency with one other type of artisan's tools of your choice.

Electrician Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Electrician 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 tenser's floating disk, witch bolt
5th locate object, hold person
9th counterspell, lightning bolt
13th dimension door, storm sphere
17th wall of force, synaptic static

Electrified Gauntlet

Beginning at 3rd level, your metallurgical pursuits have led to you making a gauntlet which acts as a converter between your magic and the strange new invention of electricity. After a long rest, you can repair or replace your Electrified Gauntlet, provided you have electrician's tools and 100GP worth of materials. The electrified gauntlet is custom-fitted to you, and without regular maintenance stops functioning after 1d4 days. When equipped, the Electrified Gauntlet provides the following benefits:

  • Charge Points. Embedded within this gauntlet is a small crystal, imbued with arcane magic to allow efficient storage of electricity. You gain an amount of charge points equal to half your Artificer level (rounded down) plus your intelligence modifier. You can never have more charge points than this number. You regain all spent charge points when you finish a long rest, and when casting an Artificer spell of first level or higher, you regain one charge point. Spells cast using the ritual casting feature do not restore charge points.
  • Arcane Affinity. Due to the magically enhanced materials used in its creation, you can use the electrified gauntlet as a spellcasting focus for your artificer spells. If you select the Enhanced Arcane Focus, Armor of Magical Strength, Enhanced Defense, Enhanced Weapon, Mind Sharpener, Radiant Weapon, Spell-Refueling Ring or Repulsion Shield infusions, you may apply it to your gauntlet instead of the usual required item(s). No more than two infusions may be applied to the gauntlet in this way.

  • Capacitor. By magically exciting the crystal embedded in your gauntlet, you can discharge a precise amount of electricity up to 250 Joules per second. By expending a charge point, you gain access to 25,000,000 Joules which can be expended over a period of time. This can be useful in the following ways:

    • Small Device Activation. As an action, you can apply a small amount of current to a circuit - enough to light any bulb, run a motor capable of lifting 20KG or activate a heating element enough to warm a room or cook a meal.
    • Electrolysis. Using two carbon rods made from at least 1SP of materials, you can cause certain materials to separate, gathering around the carbon rods. You can process around 1KG of materials this way over the course of an hour by expending a charge point.
    • Arc Melting You can heat a pound of metal until it is warm to the touch over the course of a minute. By spending one charge point you can continue heating the metal, until after ten minutes it entirely melts.
  • Thunderous Arsenal. The electrified gauntlet counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit. By expending one charge point, you may instead treat it like one of the following weapons instead for an amount of rounds equal to half your artificer level, rounded down.

    • Arc Thrower. Your gauntlet becomes a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 2d6 lightning damage on a hit.
    • Railgun. Your gauntlet becomes a simple ranged weapon, with a normal range of 180 feet and a long range of 600 feet, and it deals 1d10 bludgeoning damage on a hit. Upon firing this weapon an array of electromagnets align, launching a heavy metal slug made from at least 1SP of materials. Once on each of your turns when you hit a creature with it, that creature is pushed back by 10 feet.
  • Calculated Attack. When making an attack with the electrified gauntlet, you may add your intelligence modifier on attack and damage rolls instead of your dexterity or strength modifier. Saving throws for effects created by the weapon use your Artificer spell save DC.

Improved Gauntlet

At 5th level, you add a new weapon to your thunderous arsenal feature. These weapons only last for one round, regardless of Artificer level. By expending 2 charge points, you can transform the gauntlet into the following weapons:

  • Laser Cannon. Your gauntlet ceases to be considered a weapon. As an action, you cause a series of mirrors and lenses to focus an arcane light source into a deadly beam. Each creature in a 15ft cone must must make a Dexterity saving throw. A creature takes 2d10 radiant damage, or half as much on a successful save. Alternatively, you can focus the laser on an object of huge size or smaller, igniting it if flammable.

  • Magnet Pulse. Your gauntlet becomes a simple ranged weapon, with a normal range of 20 feet and a long range of 60 feet, and it deals 1d8 force damage on a hit. Upon firing this weapon, integrated electromagnets swing out from the gauntlet and unleash a targeted beam of energy. Attacks made against creatures wearing metal armor or mostly composed of metal are made at advantage and deal an additional 2d6 bludgeoning damage on a hit as the metal warps from the magnetic force.

In addition, the following changes occur to your existing attacks:

  • The standard damage die of your gauntlet becomes 1d10.
  • If you hit a creature with the arc thrower feature, as a bonus action you can cause the electricity to further arc. All creatures within 5ft of the initial target must make a constitution saving throw. Creatures that fail the save take 1d4 lightning damage.
  • The railgun feature now pushes a hit creature back 20 feet a opposed to 10 feet.

Integrated Tools

At 9th level, you have refined your gauntlet to the point that integrated tools allow greater dexterity than your fingers for most activities. After a long rest, you can integrate artisan’s tools or thieves’ tools into your gauntlet. The tools cannot be removed except for after a long rest. The armor can have any amount of tools integrated at a time. The wearer can add its Intelligence modifier to any ability checks it makes with the integrated tool instead of whatever modifier they would otherwise use. The wearer must not be holding anything in their gauntlet to use the tool.

Electrical Mastery

By 15th level, you have been exposed to electricity so often, it poses little risk to you. Additionally, you become more adept at using excess arcane energy to generate electricity:

You gain resistance to electricity and you are now immune to the stunned condition.

Spells you cast now restore charge points equal to half their spell level (rounded down).

New Infusions

Goggles of Seeing

Preqresuisite: 6th-level Artificer

Item: a pair of goggles or similar eyewear

This specially designed eyepiece aids in the creation of a selection of magical optical effects using lenses, motors and mirrors. Over the course of one minute, you may cast any one of the spells detect magic, darkvision and see invisibility without expending a spell slot or having to maintain concentration. This spell lasts for 1 minute, but a charge point can be spent to increase the duration to 1 hour. Casting a spell in this way does not restore charge points. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.