Echo-Blast Renegade
An artificer whose custom Scrap-Coil Rifle taps into the roiling energies of the battlefield, the Echo-Blast Renegade channels unpredictable but often potent surges to aid allies. They are first responders who embrace the chaos of combat, knowing each shot or expended spell might unleash a game-changing boon, a minor setback, or even an explosive cascade of effects. You are the tech-savvy expert who keeps the front line standing, one wild echo surge at a time.
Level 2: Tool Proficiency
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.
Level 2: Echo-Blast Renegade Spells
You always have certain spells prepared when you reach particular levels in this class, as shown in the Echo-Blast Renegade Spells table. These spells count as artificer spells for you and don’t count against the number of spells you can prepare.
| Artificer Level | Spells |
| 3rd | Cure Wounds, Absorb Elements |
| 5th | Aid, Misty Step |
| 9th | Dispel Magic, Protection from Energy |
| 13th | Resilient Sphere, Greater Invisibility |
| 17th | Wall of Force, Mass Cure Wounds |
Level 2: Scrap-Coil Rifle
You have engineered a unique, modular Scrap-Coil Rifle—your primary weapon for delivering both support and suppressive fire. This weapon is part of your specialist kit, built using your technical expertise.
The Scrap-Coil Rifle is a magical ranged weapon with which you are proficient, possessing the two-handed property and a normal range of 80 feet and a long range of 320 feet. You use your Intelligence modifier, instead of Dexterity, for its attack and damage rolls. On a hit, the rifle deals 1d8 force damage. The rifle does not require ammunition, drawing on ambient arcane energy or an internal power source, and it lacks the loading property, allowing it to be fired multiple times if you have features like Extra Attack.
You can use your Scrap-Coil Rifle as a spellcasting focus for your artificer spells. Furthermore, despite being a magical weapon created by this feature, your Scrap-Coil Rifle can be targeted by your Artificer Infusions as if it were a nonmagical ranged weapon, subject to all rules for infusing items, including the limitations on stacking numerical bonuses detailed in the Infuse Item feature.
If your Scrap-Coil Rifle is damaged, you can repair it whenever you finish a short or long rest by using tinker's tools, provided you have the necessary materials (typically 10 gp worth of scrap and components per point of damage). If your Scrap-Coil Rifle is destroyed or lost, you can create a new one over the course of 3 days of work (8 hours each day) by expending 200 gp worth of metal and other raw materials.
Level 2: Echo-Link & Echo Surge
You can establish a tactical link with an ally via an arcane Echo-Link emitted from your rig or Scrap-Coil Rifle.
As a bonus action, choose a willing creature you can see within 60 feet (this can be yourself); a thin beam of energy might briefly connect you, leaving a faint shimmer around them visible only to you, confirming the link. This creature becomes the target of your Echo-Link.
The link lasts until you choose another creature (using another bonus action), or until you finish a long rest. You can only have one creature linked at a time. If you have no creature designated as the target of your Echo-Link, the Echo Surge effect from hitting with your Scrap-Coil Rifle does not function.
Once per turn, when you deal damage to a creature with your Scrap-Coil Rifle, provided you have a creature designated as the target of your Echo-Link, a stream of residual energy siphons from the impact or your rifle's feedback loop, attempting to wash over that linked creature. Roll a d8 on the Echo Surge Table below to determine the effect.
| Echo Surge Table (d8) | ||
| 1 | Frayed Wire | The creature linked by your Echo-Link takes 1d4 lightning damage, and their speed is reduced by 5 feet until the end of their next turn. |
| 2 | Dud Spark | No additional effect. |
| 3 | Scamper-Boost | The creature linked by your Echo-Link gains +10 feet to their speed until the end of their next turn, and their next attack roll before then has a +1 bonus. |
| 4 | Patch-Plating | The creature linked by your Echo-Link gains resistance to bludgeoning, piercing, AND slashing damage from the next weapon attack that hits them before the start of your next turn. |
| 5 | Overcharged Scrap | The next time the creature linked by your Echo-Link hits with an attack roll before the end of their next turn, the attack deals an additional 1d4+1 force damage. |
| 6 | Makeshift Mend | The creature linked by your Echo-Link gains temporary hit points equal to your Proficiency Bonus + Intelligence Modifier. |
| 7 | Scrounger's Wit | The creature linked by your Echo-Link gains advantage on the next ability check or saving throw they make before the end of their next turn. |
| 8 | Wild Cascade | Roll twice more on this table (the d8 Echo Surge Table), rerolling any further results of 8. Both results occur and apply to the creature linked by your Echo-Link. |
Level 5: Scrapheap Scramble
You've refined your ability to weave damage and support on the battlefield. You gain the following benefits:
-
Extra Attack. When you take the Attack action with your Scrap-Coil Rifle on your turn, you can attack twice, instead of once.
-
Reinforced Patchwork. While you are wearing light or medium armor, your integrated tactical rig grants you a +1 bonus to AC.
-
Resonant Scraps. When you cast an artificer spell of 1st level or higher as an action or bonus action, you may choose a number of creatures you can see within 30 feet of you, up to your Intelligence modifier (minimum of 1). Roll once on the Resonant Scraps Table (d4) below. The resulting effect applies to all chosen creatures.
Resonant Scraps Table (d4) 1 Quiet Rattle No additional effect beyond the spell's own. 2 Greased Joints Affected creature(s) can immediately move 5 feet without provoking opportunity attacks. 3 Scrap Barrier Affected creature(s) gain a +1 bonus to their AC until the start of your next turn. 4 Borrowed Grit Affected creature(s) gain temporary hit points equal to your Intelligence modifier (minimum of 1).
Level 9: Protector's Spark
When the creature linked by your Echo-Link takes damage from an enemy while linked, you gain a Protector's Spark. You can only have one Protector's Spark at a time, and it dissipates when you finish a short or long rest. If you have no creature designated by Echo-Link, you cannot gain Protector's Sparks in this way.
You can expend your Protector's Spark in one of the following ways:
-
Spark-Surge Shot. When you hit a creature with an attack from your Scrap-Coil Rifle, you can expend your Protector's Spark to deal an additional 3d8 force damage to that creature.
-
Scrap-Charge Detonator. As an action, you can expend your Protector's Spark to fire an unstable energy payload from your Scrap-Coil Rifle at a point you can see within 30 feet. Upon reaching that point or impacting a solid surface, the payload detonates. Each creature in a 20-foot-radius sphere centered on the detonation point must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 5d6 force damage, or half as much damage on a successful save. If any creature takes damage from this detonation, and you have a creature linked by your Echo-Link, that linked creature can immediately use its reaction to move up to 15 feet without provoking opportunity attacks, and its next attack roll before the end of its next turn is made with advantage. If you have no creature linked by Echo-Link, this secondary benefit is lost.
-
Focused Discharge. When you roll on the Echo Surge Table (from Echo-Link), you can expend your Protector's Spark (no action required) to choose any result from 2 through 7 on that table instead of accepting the roll. When you roll on the Resonant Scraps Table (from Resonant Scraps), you can expend your Protector's Spark (no action required) to choose any result from 2 through 4 on that table instead of accepting the roll.
Level 15: Full-Throttle Tinkering
You've enhanced your combat rig and Scrap-Coil Rifle to execute rapid support and offense actions. As a bonus action, you may choose one of the following:
-
Make one attack with your Scrap-Coil Rifle.
-
Cast an artificer cantrip with a casting time of 1 action.
You can use these bonus action options a number of times equal to your Intelligence modifier (minimum of once), regaining all expended uses when you finish a long rest.
Level 15: Failsafe Override
Once per long rest, when an Echo Surge Table roll (from Echo-Link) results in a 1 (Frayed Wire), you can choose to change that result to a 2 (Dud Spark).
SIDEBAR: UNDERSTANDING TEMPORARY HIT POINTS
Temporary Hit Points (Temp HP) represent a buffer against damage. The Makeshift Mend effect from the Echo Surge Table or the Borrowed Grit from the Resonant Scraps Table can grant them. Here are the key rules:
-
Not Real HP: Temp HP are separate from your actual Hit Points. They can't be healed and don't bring you up from 0 HP.
-
Absorb Damage: When you take damage, Temp HP are lost first. Any remaining damage reduces your actual HP.
-
No Stacking: If you gain Temp HP while you already have some, you don't add them. You decide whether to keep your current Temp HP or take the new amount.
-
Duration: Temp HP last until they're used up or until the effect granting them ends (if specified). If no duration is given, they typically last until you finish a long rest or they are depleted.