As the name implies, firescrappers specialize in the use of
pyromantic magic. They are quite unlike wizardly pyromancers,
however, as they use this magic to become powerful front-line
fighters rather than back-line mages. In the Rebellion, efforts of
firescrappers turned the tides of several battles, and they were
valued assets of many different armies. Since the rebellion's
conclusion, the demand for these artificers has decreased
dramatically, but there are still many that learn and pass on the
techniques of this specialization.
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.
Firescrapper Spells
Starting at 3rd level, you always have certain spells prepared after
you reach particular levels in this class, as shown in the
Firescrapper Spells table. These spells count as artificer spells for
you, but they don't count against the number of artificer spells
you prepare.
| Firescrapper Spells |
Artificer Level |
Spells |
3rd |
absorb elements, shield |
5th |
flaming sphere, heat metal |
9th |
fireball, lightning bolt |
13th |
elemental bane, fire shield |
17th |
dawn, immolation |
Arcane Gauntlets
At 3rd level, you learn how to craft magical, technologically
enhanced gauntlets that make for brutally effective weapons.
Creating a pair of these magical gauntlets takes an hour of
uninterrupted work, which can coincide with a short or long rest,
and requires the use of smith's tools and 30 gp of materials.
Creating your first pair of gauntlets is free. The gauntlets are
specially designed for your body, and are ineffective when used
by other creatures. They are considered martial melee weapons
with which you are proficient. They deal 1d8 bludgeoning
damage on a hit, have the light property, and you use your
Intelligence modifier for their attack and damage rolls. Also,
when you engage in two-weapon fighting with these gauntlets,
you can add this modifier to the damage of the secondary attack.
Though the gauntlets are magical, they can still be infused.
While wielding these gauntlets, you can activate them as a
bonus action. Once you do so, you can't do so again until you
finish a long rest. You can also expend a spell slot of 1st level or
higher as an alternative way to activate them. If you spend a slot
of 2nd level or higher, the first time you hit a creature with the
activated gauntlets you deal an additional 1d8 fire or lightning
damage (your choice) to the target for each slot level above 1st.
The gauntlets remain activated for up to 1 minute. When
you hit a creature with one of your activated gauntlets, you
can choose to have the gauntlet deal an additional 1d8 fire
damage or lightning damage to its target (you choose when you
activate the gauntlets). However, when you do so, each of your
gauntlets become heated until the end of the turn. If you choose to
deal this bonus damage while your gauntlets are heated, they
become overheated. This causes the target to take 3d8 additional
fire or lightning damage, rather than 1d8, and each creature in a
15-foot cone behind the target must make a Dexterity saving
throw against your artificer spell save DC, as heat is expelled
from your gauntlets in a blast of energy. A creature takes 3d8 fire
or lightning damage on a failed save, or half as much damage on
a successful one. After your gauntlets overheat, they deactivate
and cannot be activated again for the next minute
Extra Attack
Starting at 5th level, you can attack twice, rather than once,
whenever you take the Attack action on your turn.
Enhanced Weaponry
By 9th level, you have incorporated a multitude of improvements
into your arcane gauntlets:
- Your gauntlets use d10s, rather than d8s, for all of their damage rolls. This includes their weapon damage dice, as well as the damage dice used for their activated effects.
- While you wield your gauntlets in both hands, you gain a +1 bonus to your AC.
- When you deal fire or lightning damage with your gauntlets, you can choose to push damaged targets up to 10 feet away from you.
Charged Defense
Starting at 15th level, you can channel the energy within your
contraptions into arcane armor. When you hit a creature with a
weapon attack, you can use this feature to gain 4d6 temporary hit
points that last until the start of your next turn. If any of these
temporary hit points remain at the end of their duration, a burst of
flame or lightning is expelled from you. Each creature within 5
feet of you takes fire damage or lightning damage (your choice)
equal to the remaining temporary hit points.
You can use this energy a number of times equal to your
Intelligence modifier (minimum of once), but you can do
so no more than once on a turn. You regain all expended
uses when you finish a long rest.
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