Engineer SC: Thundersmith
Engineer | Thunder
Thundersmith |
A Thundersmith is an inventor who harnesses the primal force of elemental power, channeling that power into their great creation: a weapon of unmatched devastation. Spectacular and terrible, these weapons bring fear to their foes and awe to their allies.
Why a Thundersmith bends their mind to the task of making such a weapon are as varied as the creations themselves. Some are coldly analytical about the destruction it causes seeking to continually improve it, tweaking it for ever more optimized destruction, while others view it merely as a tool, a means to an end; others still revel in the crash of thunder that heralds the terrifying force of their weapon.
Many look at these weapons as the dawn of a new age, in truth wielding them is a tricky and arcane art; as complex as its creation it is only truly understood and mastered by the one who forged the device—each weapon a unique piece of devastating art.
(2nd) Tools of the Storm |
You're privy to harnessing the power of Thunder and all it entails. As a result, you gain the following.
You gain proficiency with the Profession: Smith secondary skill if you don't have it already (or another profession skill if you already have it). Additionally, when you are making Ammunition via Crafting / Dismantling an Item, it takes you 50% of the time. This stacks with other reduction effections multiplicatively.
Additionally, you learn to craft the Thunder Cannon].
(2nd) Thundermonger's Charge |
Your E.Kits can all use additional Ammunition, or gain the Ammo⚙️ trait if they didn't already have it (set to 1).
When you expend ammo while using an E.Kit, you deal additional 1d6 Lightning ⚙️, Thunder, or Wind damage (your choice) to the enemy or enemies hit. This damage increases by 1d6 at class level 4 and every 4 levels therafter ( 2d6 at 4th, 3d6 at 8th, 4d6 at 12th, 5d6 at 16th, and 6d6 at 20th).
(3rd) Tempest Blast |
This particular upgrade turns your weapons into harnessing the power and fury of the storm.
You reduce your remaining movement to 0 for the turn, and cannot increase it through any other means. Using a weapon you wield with the Lighting, Thunder, or Wind traits, you suddenly strike with a deadly blast in a 60 ft long, 5 ft wide line.
In that range, you attack all enemies once, consuming the necessary Attacks, Ammunition, and other resources for 1 attack (including resources like attacks for Charging Strikes trait).
All damage dealt from this one attack attack is dealt as Lightning damage.
(6th) Devasting Blasts |
Beginning at 5th level, when you miss an attack with your weapon, you can apply Thundermonger's Charge damage to the target creature you missed.
(9th) Synaptic Feedback |
You install a feedback loop into your cannon, allowing you to siphon some energy from your Weapon to empower your reflexes.
Whenever you deal Lightning damage, your Movement increases by 10ft and you can use a Disengage Action
(12th) Unleashed Storm |
Once a turn, when rolling damage for Thundermonger's Charge, you reroll any 1's or 2's on the damage dice of that attack, and Maximize the Thunder or Lightning damage dealt. You must take the new rolls.
(15th) Massive Overload |
Before taking a shot, you can expend 5 Resource Points to use Tempest Blast's usage incredibly dangerous, but potentially foe ending.
The range on Tempest Blast increases 240 ft, and after it hits once with Lightning Damage, it will do the same damage to those creatures hit as Thunder damage immediately after.
After using this, roll 1d4 , on a 1, this action damages your Kit Weapon, giving it the Broken condition.
(18th) Fury of the Mountain and Sky |
Through your artifice and self, you see yourself (or may actually be) channeling the powers of myth or legend.
You ignore damage reduction and resistance (but not immunity) with Lightning, Thunder, or Wind damage you deal.
Additionally, your Lightning and Thunder Damage is always Maximized.
(20th) Class Capstone: Stormlord |
At 20th class level, the power you wield of lightning and thunder becomes authentically mythical.
You learn the Control Weather spell, and can cast it a number of times per day equal to your Proficiency Bonus.
Additionally, you can apply and condense all your kit weapons infinitely, as long as they all share a weapon group and/or have the Lightning, Thunder, or Wind traits. This includes the weapons your Kits are attached to.
Thundersmith Mastery Talents
| Lvl | |
| 4th | |
| 7th | |
| 10th | |
| 13th | |
| 16th | |
| 19th |