My Documents
Become a Patron!
## Artificer Specialist At 3rd level, an artificer gains the Artificer Specialist feature, which offers you the choice of a subclass. The Galvanist and the Rocketeer are options available to an artificer making that choice. ### Galvanist
"Sometimes, enough just isn't enough, so you have to bottle it up and save it for later." - Shuffles
Where there is a market, there is an eager entrepreneur willing to do a bit of creative innovation. One such market is for the production of Galvan Batteries, magical reservoirs which can grant non-magicians the ability to make use of magic. While the demand for such items is high, it has proven remarkably difficult to achieve, and the race for the first safe-to-use Galvan Battery is where the galvanist lives. Each galvanist has a unique design for their battery, which they guard jealously from their competition. While most have come up with designs which are more or less functional, none have successfully recreated the precise control achieved by wizards and other students of magic who go commit themselves to years of traditional study and practice. For this reason, many galvanists face criticism from other artificers for pursuing a fool's errand. \columnbreak ##### Galvanist Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Galvanist 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 | Spells | |:---------------:|:----------------------------------| | 3rd | _Thunderous Smite_, _Witch Bolt_ | | 5th | _Kinetic Jaunt_, _Shatter_ | | 9th | _Lightning Bolt_, _Revivify_ | | 13th | _Elemental Bane_, _Storm Sphere_ | | 17th | _Hold Monster_, _Synaptic Static_ | #### Galvanic Battery *3rd-level Galvanist feature* ___
Beginning at 3rd level, you gain a Galvanic Battery, a magical device used to store and expend arcane energy. You can use your Galvanic Battery as a spellcasting focus for your artificer spells. Your Galvanic Battery can store a number of charges equal to half your level, rounded up. You can spend 1 hour of downtime activity to charge your Galvanic Battery using Glassblower's Tools or Jeweler's Tools, regaining a number of expended charges equal to your proficiency bonus (this can be done during a short or long rest). You can spend these charges in the following ways: - **Galvanic Infusion.** You can use your bonus action to recover one of your expended spell slots by spending a number of charges from your Galvanic Battery equal to twice the level of the spell slot. - **Galvanic Shock.** When you hit a creature with an attack and deal damage, you can spend 1 or more charges from your Galvanic Battery to deal additional lightning damage to the target equal to 1d6, plus an additional 1d6 for each charge spent. Discharging your Galvanic Battery too quickly risks causing an explosion. If the number of charges you spend from your Galvanic Battery at once is greater than your proficiency bonus, it becomes unstable. If your Galvanic Battery is unstable at the end of your turn, it explodes. You can use your reaction to make an Intelligence (Arcana) check to attempt to stabilize your Galvanic Battery or to throw it up to 20 feet away from you, where it immediately explodes. The DC for the check is equal to 10 + half your level, rounded up. On a success, it becomes stable and will not explode. On a fail, it explodes immediately. When your Galvanic Battery explodes, all creatures within 15 feet of it must make a Dexterity saving throw. On a failed save, a creature takes lightning damage equal to 3 times your level, or half as much on a successful one. It then loses all remaining charges, and can't gain charges again until you repair it or craft a new one using Glassblower's Tools or Jeweler's Tools. This can be done during a long rest. ___ _Art: 'Teleportal' by Scott M Fischer on mtgnexus.com_
\pagebreak #### Galvanic Artifice *3rd-level Galvanist feature* ___
When you adopt this specialization at 3rd level, you gain proficiency with Glassblower's Tools or Jeweler's Tools (your choice). #### Arcane Flux Regulator *5th-level Galvanist feature* ___
At 5th level, you can use your Galvanic Battery to generate a magical barrier which shields you from harm. When you take damage, you can use your reaction to spend any number of charges from your Galvanic Battery. The damage you take is reduced by an amount equal to 1d8 per charge spent. #### Galvanic Manipulator *9th-level Galvanist feature* ___
Starting at 9th level, you are accustomed to working with your Galvanic Battery and the dangers it presents. You have resistance to lightning damage. Additionally, you have advantage on ability checks made to stabilize your Galvanic Battery, and you can use your action to cause it to become unstable. #### Arcane Reabsorption Chamber *15th-level Galvanist feature* ___
At 15th level, your Galvanic Battery can absorb ambient energy produced by nearby magical effects. When you or a creature you can see within 30 feet of you casts a spell of 1st level or higher, you can use your reaction to cause your Galvanic Battery to regain a number of expended charges equal to the level of the triggering spell. Once you use this feature, you can't use it again until you finish a short or long rest.
### Rocketeer
"Your recklessness is nearly as frightening as an ancient dragon, I'll have you know." - Shuffles
Rocketeers are experts in the world of demolition, explosives, and generally hazardous substances. They are skilled craftsmen just like their other colleagues, but their creations and magic tend to resemble rockets in one way or another, and this distinctive crafting style earned them their name. Rocketeers are highly valued in the demolition business and during siege warfare, as they have a uniquely effective ability to bring large structures tumbling down with mirthful ease. Rocketeers love nothing more than a good explosion and the fallout it causes, but they are fully capable of functioning in a society without causing too much chaos. The worst accusations typically levied at rocketeers are those of noise complaints, but they are quickly forgiven after they put on a beautiful fireworks show as an apology. What drew your interest towards rockets, fireworks, and other volatile substances? Do you put your skills with rockets to use as a destructive force, or as entertainment? \columnbreak
_Art: 'Rocket Goblin' by Den Petrov on artstation.com_
##### Rocketeer Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Rocketeer 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 | Spells | |:---------------:|:-----------------------------------| | 3rd | _Fog Cloud_, _Magic Missile_ | | 5th | _Pyrotechnics_, _Scorching Ray_ | | 9th | _Ashardalon's Stride_, _Fireball_ | | 13th | _Vitriolic Sphere_, _Wall of Fire_ | | 17th | _Cloudkill_, _Immolation_ | #### Fireworks Engineer *3rd-level Rocketeer feature* ___
When you choose this specialization at 3rd level, you gain proficiency with Alchemist's Supplies and the Performance skill. The gold and time you must spend to create _Acid_, _Alchemist's Fire_, or _Oil_ using Alchemist's Supplies is halved. \pagebreak #### Rocket Launcher *3rd-level Rocketeer feature* ___
At 3rd level, you design and construct a Rocket Launcher. Your Rocket Launcher's design is unique, and it could resemble anything from a handheld cannon to a backpack peppered with small silos. You can use your Rocket Launcher as a spellcasting focus for your artificer spells. As a bonus action, you can expend one spell slot to launch a rocket from your Rocket Launcher. All creatures in a 10-foot square you can see within 90 feet of you must make a Dexterity saving throw or take 1d4 fire damage and 1d4 thunder damage, and be blinded until the end of their next turn. Objects occupying the targeted space automatically take this damage. When you spend a spell slot of 2nd level or higher, the thunder damage increases by 1d4 for each slot level above 1st. #### Siege Magic *5th-level Rocketeer feature* ___
At 5th level, you can leverage your understanding of explosions to bring structures toppling to the ground. Your Rocketeer Spells and rockets from your Rocket Launcher deal double damage to objects and structures. Furthermore, constructs have disadvantage on saving throws made against your Rocketeer Spells and the effects of your rockets from your Rocket Launcher. #### Pinwheel Rockets *9th-level Rocketeer feature* ___
Beginning at 9th level, when you use your Rocket Launcher to launch a rocket, you can choose to launch a pinwheel rocket instead of a normal rocket. A pinwheel rocket can be launched up to 30 feet before it begins to violently spin on the ground, emitting a piercing screech and throwing out sparks in all directions. When a creature starts its turn within 5 feet of a pinwheel rocket or moves within 5 feet of one for the first time on a turn, it must made a Dexterity saving throw. On a failed save, a creature takes 1d10 fire damage, or half as much on a successful one. All creatures within 20 feet of the pinwheel rocket are deafened, and spells which require a vocal component have a 50 percent chance of failing if they are cast from within this area. A creature which can reach the pinwheel rocket can use its action to kick or throw it up to 20 feet. A pinwheel rocket continues spinning for 1 minute or until it is exposed to water. ___ _Art:'New Chapter' by Ninjatic on deviantart.com_ \columnbreak #### Grand Finale *15th-level Rocketeer feature* ___
When you reach 15th level, you can use your action to put on a distracting show of light and explosions. While the show lasts, if you use your Rocket Launcher to launch a rocket, you regain one expended spell slot. The slot you regain must be of a level lower than the slot you used to launch the rocket. This show lasts for 1 minute or until you are incapacitated. During this time, you emit bright light out to a distance of 50 feet and dim light for an additional 50 feet, and you have advantage on Charisma (Performance) checks. All creatures within 100 feet of you have disadvantage on ability checks made using sight if they can see you, and sound if they can hear you. Once you use this feature, you can't use it again until you finish a long rest.