Artificer Specialization

At 3rd level, an artificer gains the Artificer Specialist feature. When an artificer gains this feature, the following additional options are available to them: Kinetic

Kinetic

A kinetic is able to manipulate gravity and lightning thanks to their special gauntlets, enabling them to hurtle projectiles at enemies, surround allies in gravitational shields and control their movement on the battlefield by altering the gravitational fields around them.

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.

Kinetic Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Kinetic Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Artificer Level Spells 3rd Magnify Gravity, Zephyr Strike 5th Shatter, Maximilian's Earthen Grasp 9th Lightning Bolt, Pulse Wave 13th Gravity Sinkhole, Storm Sphere 17th Steel Wind Strike, Telekinesis

Kinetic Gauntlets

At 3rd level, you learn how to craft magical, technologically enhanced gauntlets that make for brutally effective weapons. Creating a pair of these magical gauntlets takes an hour of uninterrupted work, which can coincide with a short or long rest, and requires the use of smith's tools and 50 gp of materials. The gauntlets are specially designed for your body, and are ineffective when used by other creatures. They are considered martial melee weapons with which you are proficient. They deal 1d8 bludgeoning damage on a hit, have the light property, and you use your Intelligence modifier for their attack and damage rolls. Also, when you engage in two-weapon fighting with these gauntlets, you can add this modifier to the damage of the secondary attack.

While wielding these gauntlets, you can use your bonus action to activate them, you can activate them a number of times equal to your inteligence modifier, you regain the expended uses after finishing a long rest.

The gauntlets remain activated for up to 1 minute. When you hit a creature with one of your activated gauntlets, you can choose to have the gauntlet deal an additional 1d6 either force or lightning damage to its target. However, when you do so, each of your gauntlets become heated until the end of the turn. If you choose to deal this bonus damage while your gauntlets are heated, they become overheated. This causes the target to take 2d6 additional Lightning damage, rather than 1d6, and each creature in a 15-foot cone behind the target must make a Dexterity saving throw against your artificer spell save DC, as the heat is expelled from your gauntlets in a blast of electrical energy. A creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one. After your gauntlets overheat, they deactivate and cannot be activated again for the next ten minutes.

Additionally you can use your Kinetic Gauntlets as your Arcane Focus.

Unarmored Defense

Starting at 3rd level, when you have the Kinetic Gauntlets equipped, are not wearing armor, and not weilding a shield, your Armor Class becomes equal to 12 + your Dexterity Modifier (Max 2) + your Inteligence Modifier

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Kinetic Spells Most of the spells included in the Kinetic Spells List come from either Xanathar's Guide to Everything or the newly released Explorer's Guide to Wildemount.