Powerline
The Powerline artificer specializes in harnessing the powers
of electricity. This artificer can create bolts of lightning that
can leap from person to person and even travel on electric
currents.
You gain proficiency with smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.
You always have certain spells prepared after you reach particular levels in this class, as shown in the Powerline Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
You harness the power of electricity through a special magic item called a lightning rod. As an action, you can use smith's tools to transform an ordinary staff into a lightning rod. While you're holding this item, you gain the following benefits:
You lay down latent electrical energy around you. While you’re holding your lightning rod, you and creatures of your choice within 10 feet of you deal an extra 1d4 lightning damage when hitting a target with an attack. A creature can deal this extra damage once on each of its turns. At 11th level in this class, the extra damage becomes a 1d6. Additionally, when you cast lightning lure and hit a creature, you can choose another creature that you can see within 15 feet of the first creature. You deal lightning damage to the second creature, rolling one less damage die (for example, at 5th level, you deal 2d8 lightning damage to the first creature and 1d8 lightning damage to the second creature).
The energy efficiency of your lightning rod has increased, giving you the following benefits while holding it:
You use your lightning rod to spew deadly bolts of electricity. While using your lightning rod as a spellcasting focus, you can cast the chain lighting spell, without expending a spell slot or material components, and you can’t do so again until you finish a long rest. You also gain the following benefits while holding your lightning rod:
Tools of the Trade
3rd-level Powerline featureYou gain proficiency with smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Powerline Spells
3rd-level Powerline featureYou always have certain spells prepared after you reach particular levels in this class, as shown in the Powerline Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Powerline Spells | |
---|---|
Artificer Level | Spell |
3rd | thunderwave, witch bolt |
5th | blindness/deafness, hold person |
9th | lightning bolt, thunder step |
13th | storm sphere, summon elemental (air only) |
17th | destructive wave, hold monster |
Lightning Rod
3rd-level Powerline featureYou harness the power of electricity through a special magic item called a lightning rod. As an action, you can use smith's tools to transform an ordinary staff into a lightning rod. While you're holding this item, you gain the following benefits:
- You gain resistance to lightning damage.
- When you make a weapon attack with the staff, you can use your Intelligence modifier, instead of your Strength modifier, for the attack and damage rolls. The staff also deals 1d6 lightning damage on a hit, or 1d8 lightning damage if held in two hands.
- When you cast an artificer spell with a range of self or touch using your lightning rod as the spellcasting focus, you can sheath the target in static sparks. While the spell lasts, a creature that hits the target with an attack roll takes lightning damage equal to your proficiency bonus.
- You learn the lightning lure cantrip, which doesn't count against the number of artificer cantrips you know. When you cast this cantrip using your lightning rod as the spellcasting focus, the range of the spell is a 30-foot radius centered on yourself.
Static Charge
5th-level Powerline featureYou lay down latent electrical energy around you. While you’re holding your lightning rod, you and creatures of your choice within 10 feet of you deal an extra 1d4 lightning damage when hitting a target with an attack. A creature can deal this extra damage once on each of its turns. At 11th level in this class, the extra damage becomes a 1d6. Additionally, when you cast lightning lure and hit a creature, you can choose another creature that you can see within 15 feet of the first creature. You deal lightning damage to the second creature, rolling one less damage die (for example, at 5th level, you deal 2d8 lightning damage to the first creature and 1d8 lightning damage to the second creature).
Amped Voltage
9th-level Powerline featureThe energy efficiency of your lightning rod has increased, giving you the following benefits while holding it:
- When you deal lightning damage, any 1 you roll on a damage die is a 2.
- When you cast the lighting lure cantrip, you can make a weapon attack using your lighting rod as a bonus action
- Once on each of your turns, when you damage a creature with an attack or spell that deals lightning or thunder damage, you can choose one target of the attack or spell to make a Constitution saving throw against your spell save DC. On a failed save, the target is incapacitated until the start of your next turn. The creature has a speed of 0 while incapacitated in this way.
- When you cast a spell that deals lightning damage, you can ride on the bolt of lightning, teleporting yourself to an unoccupied space within 30 feet of one of the spell's targets.
Lightning Arc
15th-level Powerline featureYou use your lightning rod to spew deadly bolts of electricity. While using your lightning rod as a spellcasting focus, you can cast the chain lighting spell, without expending a spell slot or material components, and you can’t do so again until you finish a long rest. You also gain the following benefits while holding your lightning rod:
- You gain immunity to lightning damage.
- When you are hit by an attack or spell that deals lightning damage, you can use your reaction to regain a number of hit points equal to your artificer level. Once you use this ability, you can’t do so again until you finish a long rest.
- When a creature you can see hits you with an attack, you can use your reaction to cause an arc of electricity to travel to the creature. It must succeed on a Constitution saving throw against your spell save DC or be stunned until the end of your next turn.