Artificer Specialist: Generator in Neria | World Anvil

Artificer Specialist: Generator

Generator

  With the aether storms affecting magic in unpredictable ways, and without the god of magic to counter the effects, these artificers have grown to rely on their own mastery of magic in order to circumvent the effects of long-term aether exposure. Generators employ their abilities by creating shields that can withstand the storms for finite amounts of time, or by storing stable magic into a battery-like object for later use. Their ability to master the winds and lightning of the storms has aided them greatly in creating objects that can withstand the storms and its effects.  

Tool Proficiency

When you adopt this specialization at level 3, you gain proficiency with smith's tools. If you already have this proficiency, you gain another proficiency with one other type of artisan's tools of your choice.  

Generator Spells

Starting at level 3, you always have certain spells prepared after you reach particular levels in this class, shown below. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
  • Level 3: absorb elements, guiding bolt
  • Level 5: gust of wind, warding wind
  • Level 9: dispel magic, protection from energy
  • Level 13: conjure minor elemental, storm sphere
  • Level 17: conjure elemental, wall of force
 

Aetheric Battery

At level 3, you learn how to create a container with the ability to store stable magic, unaffected by the aether storms, called an aetheric battery. Using smith's tools or tinker's tools, you can take an action to magically create a Small or Tiny aetheric battery in an unoccupied space on a horizontal surface within 5 feet of you. A Small battery occupies its space, while a Tiny battery can be held in one hand.   Once you create a battery, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can only have one battery at a time, and cannot create a second battery while the first is still present.   This battery is a magical object, designed to withstand powerful forces. No matter its size, the battery has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or saving throw, treat all of its ability scores as 10 (+0). If the mending spell is cast on it, it regain 2d6 hit points. The battery is destroyed if it is reduced to 0 hit points, or disappears after one hour. Dismissing the battery early is an action.   When you create the aetheric battery, decide what the battery's purpose is, choosing from the options on the Aetheric Battery table. Once a battery's stored magic is used, it disappears.  
  • Generate: Any allied creature within 15 feet of the battery is able to channel its stored magic, using it to supplement their own abilities. The creature that uses the battery gains advantage on any spellcasting roll of their choice.
  • Interrupt: The stored magic in this battery becomes disruptive to spellcasters nearby. As a bonus action, you or an ally can use the battery to silence a number of spellcasters up to your spellcasting ability modifier within 15 feet of the battery that don't succeed on a Wisdom saving throw against your spell save DC.
  • Power Surge: You can create the battery specifically with the intent to overcharge it. As an action on your turn, you can choose to cause the battery to explode. All creatures within 10 feet of the explosion must make a Dexterity saving throw against your spell save DC, taking 1d8 + (a bonus equal to half of your artificer level, rounded down) lightning damage on a failed save or half as much damage on a successful one. The explosion ignites any flammable objects in the area that aren't being worn or carried.

Storm Shield

At level 5, you now understand the patterns of the aether storms, and can create devices designed to withstand the effects of the storm. Any object you infuse with magic becomes resistant to lightning and force damage. If this is armor or a shield, than the creature in possession of the item gains the resistances by extension.

Overclocked Battery

Starting at level 9, every aetheric battery that you create is capable of storing more stable magic, resulting in the following effects:
  • When the battery is caused to explode, any creature within 30 feet of the battery must pass a Dexterity save against your spell save DC, taking 3d8 + (a bonus equal to half of your artificer level, rounded down) lightning damage on a failed roll or half as much damage on a successful one. If the creature fails their saving throw, they are stunned until the beginning of your next turn.
  • Any spell that counts as an artificer spell for you can be cast by you or an ally within 10 feet of the battery with advantage. This spell does not have to be chosen before this action is taken.
 

Aetheric Smith

Beginning at level 15, you have mastered your ability to manipulate the forces present within the aetheric storms, forming them into weapons empowered by lightning or armor that makes its wearer immune to damage from spells. When you create an object, choose an effect from the following list at the time of the object's creation.
  • Weapon: Weapons you create now count as dealing lightning damage as well as whatever type of damage it originally deals.
  • Weapon: Weapons created by you also count as magical for the purposes of resistance or immunity to attacks from non-magical sources.
  • Shield: You can create shields able to harness the energies of aether storms, or things that fall within its domain. While carrying this shield, you can redirect any lightning or thunder attack intended for you to an enemy you can see within 10 feet. If the attack would have hit the chosen enemy, that enemy takes the damage instead.
  • Shield: Shields you create are capable of nullifying some of the effects of the more dangerous traits of an aether storm. While carrying a shield you make, the carrier takes half damage from all spells.
  • Armor: Armor you create, regardless of the material it's made from, can withstand some of the harshest effects of an aether storm. While wearing this armor, the creature wearing it is immune to lightning, thunder, and force damage.
  • Armor: This armor has been crafted specifically to be ignored by forces of the aether storm. While wearing this armor, you cannot cast spells, but you are also immune to any damage from spells.

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