Arcane Battery Artificer (5e Subclass)
Arcane Battery Artificer[edit]
Artificer
Arcane battery artificer
- Energy battery
Beginning at 3rd level, your body becomes a reservior of magic. You can store magical levels equal to double your Artificer level. Magical effects can be captured by you to reuse as you see fit. Your battery recharges to its maximum capacity, from the ambient magic of the weave, when you complete a long rest.
When a creature you can see within 30ft of you casts a spell (takes a magic action), you gain one charge to your arcane battery.
- Grenades
You can charge small objects to instability with arcane energy from your battery, the objects will explode on impact.
- Upcasting
You can expend charges from the battery to upcast spells.
- Saves
You can expend charges from your battery to add bonuses to magic attack rolls and your spell save DCs.
- Charge
Beginning at 5th level, you can expend magical energy to add charges to magic items, using its lowest charge option.
- Energy reaction
Beginning at 9th level, Counterspell and Absorb Elements are added to your spell list and you can cast them without expending a spell slot once per day. Casting either adds charges to your battery.
These spells are always prepared for you and dont count against the number of spells known.
If you succeed on a saving throw against a magical effects equal you gain one charge to your battery.
When a creature you can see within 60ft of you casts a spell (takes a magic action), you gain one charge to your arcane battery.
- Community cast
Beginning at 15th level, creatures you designate within 30ft of you can use an action to cast spells from your prepared spells utilizing the arcane energy from your battery.
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