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Ergokinetic Artificer in Dungeons & Dragons 2024 (D&D)

Ergokinetic Artificer

You follow the teachings of Elythir, lesser immortal of Energy, learning to capture and reproduce the energetic “echo” left behind by living creatures. These echoes allow you to replicate forms, abilities, and traits; creating temporary copies of others through arcane constructs.

Features

Ergokinetic Spells

You always have the following spells prepared:

Artificer LevelSpells
3Disguise Self, Absorb Elements
5Alter Self, Mirror Image
9Haste, Protection from Energy
13Polymorph, Freedom of Movement
17Steel Wind Strike, Skill empowerment

Level 3: Energy Fragmentation

You can extract energy from fallen creatures.

When a creature you can see within 60 feet is reduced to 0 hit points, you can use your reaction to create an Energy Fragment from it.

You can store a number of Energy Fragments equal to your proficiency bonus

ensure you remember which creature the Energy Fragment came from

As a bonus action, you can expend one Energy Fragment to gain one of the following benefits for 1 minute:

  • You gain resistance to the fragment’s stored damage type.
  • Your weapon attacks deal that damage type instead of their normal type.
  • You gain one movement mode the creature possessed (such as climb, swim, or fly), using your current speed for that movement.
  • If the creature was a spellcaster, you gain access to it's spells (if you have the correct spell slot required)
  • Any trait you wish (with DM approval)

Level 5: Reactive Ergokinesis

When you take damage, you can use your reaction to gain resistance to that damage type until the end of your next turn.

If you do so and have space for another fragment, you also create a temporary fragment storing that damage type. This fragment does not store a creature type or CR and cannot be used for Energymorph.

Additionally, once per turn when you deal damage while benefiting from a fragment, you can add your Intelligence modifier to one damage roll.

Level 9: Energymorph

You learn the Energymorph spell. You always have this prepared, and can cast it once per long/short rest.

Energymorph

4th-level Transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M

Materials: one Energy Fragment
Duration: Concentration, up to 1 hour

You transform by channeling a stored Energy Fragment.

Choose a fragment you possess. You transform into a creature of the same type as that fragment. The form must be one you have previously encountered and must not be a Construct or Undead.

Transformation Rules

While transformed:

  • You gain the creature’s Strength, Dexterity, Constitution, Armor Class, movement speeds, senses, traits, and actions.
  • You retain your own hit points.
  • You retain your Intelligence, Wisdom, and Charisma scores.
  • You retain your class features.

You can speak only if the form is physically capable of doing so.

Spellcasting

You can cast artificer spells while transformed only if the form is physically capable of providing components. You use your own spellcasting ability.

Restrictions

The chosen form must meet all of the following:

  • Challenge rating equal to or lower than your artificer level
  • No legendary actions or lair actions
  • No Spellcasting or Innate Spellcasting traits

Reconfiguration

While the spell lasts, you can use a bonus action to transform into another valid form by expending another Energy Fragment.

Overload State

Once on each of your turns while transformed, when you deal damage:

  • You can add your Intelligence modifier to the damage roll, and
  • You can change the damage type to any type stored in one of your Energy Fragments

Ending the Spell

The spell ends early if you drop to 0 hit points, if you are knocked unconcious, or if you lose concentration on energymorph.

Level 13: Advanced Ergokinesis

When you create an Energy Fragment, you can store two eligible traits instead of one (subject to DM).

As well as this, when you cast Energymorph, you can expend a second fragment to enhance your form. Choose one:

  • Gain resistance to an additional damage type stored in your fragments
  • Gain advantage on attack rolls until the end of your first turn in the form

Level 17: Perfected Energymorph

When you cast Energymorph:

  • You gain temporary hit points equal to twice your artificer level
  • You have advantage on Constitution saving throws to maintain concentration on spells

As well as this, when a creature you can see is reduced to 0 hit points, you create an Energy Fragment without using your reaction.


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