Voltaic Infuser
Studying the currents of electricity and the animate nature of lightning, the Voltaic Infuser Artificer Specialist uses electrical fields and wires to power magical devices using glass tubes and transistors.
Artificer Subclass Features
Artificer Level | Feature |
---|---|
3rd | Tools of Animation, Voltaic Infuser Spells, Electric Disc |
5th | Electrical Infusion |
9th | Leaping Bolts |
15th | Volts of Life |
Tools of Animation
3rd-level Voltaic Infuser feature
You gain proficiency with glassblower’s tools or tinker’s tools (your choice). If you already have this proficiency, you gain proficiency in one other type of artisan’s tools of your choice.
As an action, you can reanimate the corpse of one tiny beast. It acts as a Homunculus Servant except that it is both a beast and undead instead of a construct. If you use this feature on a different corpse, the previous effect ends, and that servant dies.
Voltaic Infuser Spells
3rd-level Voltaic Infuser feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Voltaic Infuser Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in Xanathar’s Guide to Everything) or a dagger (a spell in Aronar’s Grimoire).
Voltaic Infuser Spells
Artificer Level | Spell |
---|---|
3rd | entropic shield†, witch bolt |
5th | arc lightning†, spiritual weapon |
9th | animate dead, lightning bolt |
13th | confusion, staggering smite |
17th | danse macabre*, raise dead |
Electric Disc
3rd-level Voltaic Infuser feature
As a bonus action you can deploy an electric disc to a space within 60 feet of you. At the end of each of your turns, the disc pulses. Each creature within 10 feet of the disc must make a Dexterity saving throw. The target takes 1d10 + your Intelligence modifier lightning damage on a failed save or half as much damage on a successful one.
Once deployed, you can recall the disc to you as a bonus action while you are within 60 feet of it. This deactivates the disc. After 1 hour of deployment, the disc also deactivates.
The disc can be activated again when you roll initiative or finish a short or long rest. You can also expend a spell slot to reactivate the disc to deploy it again.
Electrical Infusion
5th-level Voltaic Infuser feature
Once each turn when you hit a creature within 10 feet of you with an attack, you can deal extra lightning damage to it equal to your Intelligence modifier to it.
In addition, lightning damage you deal ignores damage resistance and undead you create with your artificer features and spells gain immunity to lightning damage.
Leaping Bolts
9th-level Voltaic Infuser feature
While you are within 30 feet of the disc from your Electric Disc feature and hit a target within 30 feet of the disc with an attack, the disc arcs lightning that strikes the target. The target must make a Dexterity saving throw against your spell save DC. It takes 2d10 + your Intelligence modifier on a failed save or half as much damage on a successful one.
You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.
Volts of Life
15th-level Voltaic Infuser feature
As an action, you can touch a dead creature and animate it as an undead creature for up to 10 minutes. The creature regains a number of hit points equal to twice your level in this class and it becomes undead under your control. It obeys your verbal commands to the best of its abilities, no action required by you, and takes its turn immediately after yours. The undead can’t be healed by other means, and dies once it is reduced to 0 hit points. Otherwise, the creature retains its own statistics.
After using this feature, you can’t use it again until you finish a long rest.