Friday, January 30, 2026

New Artificer Specialty: Roller

Artificer Specialization: Roller 

Artificers who choose the Roller specialization engineer enchanted footwear that manifests arcane wheels, gyros, and kinetic runes. Rollers turn motion into power-building speed, slamming into enemies, and controlling the battlefield through momentum and daring maneuvers.
 
Roller Features 
Artificer Level / Feature
 
3rd / Arcane Roller Skates, Bonus Spells, Roller Model
 
5th / Extra Attack
 
9th / Kinetic Momentum
 
15th / Overdrive
 
Arcane Roller Skates (3rd Level) 
 
You develop a pair of enchanted shoes that function as a specialized arcane focus.
 
As a bonus action, you can deploy or retract magical wheels from the shoes. While deployed, you gain the following benefits:
  • Your walking speed increases by 10 feet
  • You ignore non-magical difficult terrain
  • You can move across liquid surfaces as if under the effects of water walk, but only while you are moving and only on your turn.
If you end your turn on a surface you couldn't normally stand on, you fall as normal.
 
If you remove the shoes, these benefits end immediately.
 
Roller Model (3rd Level) 
 
Choose one of the following Roller models. Your choice grants additional features at 3rd level and modifies later features.
 
Jammer 
 
You are built for speed and evasion.
  • When you take the Dash action, you can through the space of creatures your size or larger without provoking opportunity attacks.
  • Opportunity attacks against you are made with disadvantage.
Blocker 
 
You are built for control and impact.
  • When you move at least 15 feet straight toward a creature and it it with a melee attack on the same turn, you can attempt to shove the target as part of the same attack (no action required).
  • You have advantage on Strength (Athletics) checks made to shove or resist being shoved.
Extra Attack (5th Level) 
 
You can attack twice, instead of once, whenever you take the Attack action on your turn.
 
Kinetic Momentum (9th Level) 
 
Your speed builds power.
 
When you move at least 20 feet on your turn while your roller skates are deployed, you gain Momentum until the end of the turn. While you have Momentum, choose one of the follow effects (once per turn):
  • Hit Hard: Add 1d8 force damage to one melee weapon attack.
  • Hit Fast: After making a melee attack, you can move 10 feet without provoking opportunity attacks.
  • Hit Smart: The target of your melee attack must succeed on a Strength saving throw against your Artificer spell save DC or be knocked prone.
Overdrive (15th Level) 
 
You unlock the full potential of your Roller tech.
 
As a bonus action, you enter Overdrive for 1 minute. While in Overdrive you gain the following:
  • Your speed increases by an additional 10 feet
  • You can Dash as a bonus action
  • Opportunity attacks against you automatically miss.
  • Once per turn, when you use Kinetic Momentum, you can choose two Momentum effects instead of one.
Once you use Overdrive, you can do so again until you finish a long rest.
 
Roller Expanded Spells 
 
You always have these spells prepared, and they do not count against the number of Artificer spells you can prepare normally.
 
Artificer Level / Spells
 
3rd / Longstrider, Zephyr Strike
5th / Kinetic Jaunt, Shatter
9th / Haste, Thunder Step
13th / Freedom of Movement, Dimension Door
17th / Steel Wind Strike, Far Step 

 

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