Collisionist
Collisionists are an unusual sight amongst artificers, and they
earn their name from their penchant for applying substantial
amounts of force at great speeds. Talented demolitionists in
their own special way, they act as mobile siege weapons, able
to break front lines as easily as they break the walls of cities
that would deny them entry.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
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.Collisionist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Collisionist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.Collisionist Spells | |
---|---|
Artificer Level | Spells |
3rd | thunderwave, thunderous smite |
5th | enlarge/reduce, maximilian's earthen grasp |
9th | blinding smite, thunder step |
13th | otiluke's resilient sphere, staggering smite |
17th | bigby's hand, conjure volley |
Impact Gauntlets
At 3rd level, you learn how to craft a pair of mechanical gloves. When you finish a long rest, you can use smith's tools to create these gauntlets. The gauntlets take an appearance of your choosing, and can change in size to match the needs of your task. They can wield weapons, shields, and hold objects as normal. If you already have gauntlets from this feature, the oldest gauntlets are immediately destroyed. While wearing the gauntlets, you gain the following benefits:- You can use your Intelligence modifier in place of your Strength modifier for Strength based attacks, ability checks, and saving throws that utilize the gauntlets.
- You can use the gauntlets as melee weapons you are proficient with, dealing 1d8 + your Strength modifier in bludgeoning damage on a hit, or 2d8 + your Strength modifier if both your hands are free.
- Attacks with the gauntlets deal double damage to objects and structures, and creatures hit by attacks made with them must succeed on a Strength saving throw against your spell save DC or be knocked up to 5 feet away from you.
- When you make a melee weapon attack on your turn, you can dash up to 5 feet in any direction as part of the attack.
Extra Attack
Beginning at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.Vault Breaker
At 9th level, you hold significant destructive power within your hands. When you hit with an attack made with your gauntlets, you can use a bonus action to unleash an explosive blast. All creatures within a 15 foot cone originating from you (the original target must be included within the area) must make a Constitution saving throw against your spell save DC, taking 3d8 thunder damage on a failed save, or half as much damage on a successful one. Objects not being worn or carried and structures within the area take double damage.You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Power Gloves
Starting at 15th level, you have made substantial improvements to almost all facets of your gauntlets:- The damage die of your gauntlets becomes 1d10 (or 2d10 if both your hands are free), and when you shove or knock a creature away from you with the gauntlets, they are moved an additional 5 feet.
- Your reach while wearing your gauntlets increases by 5 feet.
- Your Vault Breaker feature deals an additional 2d8 damage.
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