TEXT: 4/4/2019
  [ENG] Electro Binder | GM Binder
  https://www.gmbinder.com/documents/print/-LbDmJsF760FYYi_gS4Z
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  4/4/2019
  [ENG] Electro Binder | GM Binder
  https://www.gmbinder.com/documents/print/-LbDmJsF760FYYi_gS4Z
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  Electrobinder
  Electrobinders study the power of electricity, they are capable
  of channeling their magic through their weapons and
  unleashing the terror of the thunder. These artificers are
  excellent explorers and transmuters.
  Tools of the Trade
  By the time you adopt this specialty at 3rd level, you’re deeply
  familiar with employing its tools.  
  Proficiencies. You gain proficiency with cartographer's tools
  and stringed instruments, assuming you don’t already have
  them. 
  Crafting. When you craft a map you can spend a spell slot to
  create it with your magic and generate the structure of
  surrounding environment perceived by your electromagnetic
  waves. If you spend 1 minute you can map up to 240 feet in
  closed areas, in open areas the radius extends up to 1000 feet.
  Electromagnetic waves spreads around corners and ignore
  illusions.
  Electrobinder Spells
  Starting at 3rd level, you always have certain spells prepared
  after you reach particular levels in this class, as shown in the
  Alchemist Spells table. These spells count as artificer spells
  for you, but they don’t count against the number of artificer
  spells you prepare.
  Electrobinder Spells
  Artificer Level
  Spell
  3rd
  Thunderwave, Earth Tremor
  5th
  Shatter, Locate Object
  9th
  Thunder Step, Lightning Bolt
  13th
  Elastic Sphere, Freedom of Movement
  17th
  Teleporation Circle, Rary's Telepatic Bond
  ##### Electrobinder v1.0 Archetype by u/ranikirn  
  Cover and page 2 images by Eric Deschamps  
  Foot image by Slawomir Maniak
  Teleforce
  At 3rd level, you learn how to generate an arcane transducer
  as a floating electric sphere within 30 feet of you, it is
  immovable and can't suffer damage, only a dispel magic or
  disintegrate can destroy it. You can summon the sphere once
  for free and must finish a long rest before doing so again. You
  can also summon the sphere by expending a spell slot of 1st
  level or higher. If you summon a second sphere, the first
  sphere disappears, it disappears after 10 minutes and you can
  dismiss it early as an action. You can cast hit roll spells
  through the sphere and add 1d8 as extra lightning damage on
  hit. When you reach 14th level, the extra damage increases to
  2d8.  
  Also, at 6th you add your Intelligence modifier to the damage
  roll of any spell that deal only lighting or thunder damage if
  cast through the sphere.
  Controlled Induction
  At level 6th you are able to create and exploit radio frequency
  to amplify your senses. After casting a spell with your
  cartographer's supplies or a stringed instrument as
  spellcasting focus, you gain blindsight 120 feet and as bonus
  action you can make an Intelligence (Perception) check.
  These benefits last for 10 minutes.  
  In addition, you can cast once per long rest Find Traps
  without expending a spell slot, provided you use
  cartographer’s supplies as the spellcasting focus.
  Living Coil
  At level 14th your body is constantly suffused with electricity.
  You gain resistance to lightning and thunder damage. In
  addition, each time an enemy deals damage to you as reaction
  you can send a thunder and that creature must make a
  Dexterity saving throw. It takes 3dl0 lightning damage 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
  Intelligence modifier (minimum 1). You regain all charges
  after a long rest.  
  Also, while your Teleforce is active your Shocking Grasp has
  advantage on hit. 
  
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  Electrobinder Infusions
  Artificers have invented numerous magical infusions that
  rapidly create magic items. To the untrained, artificers seem
  like wonderworkers, accomplishing in hours what others need
  weeks to complete. The description of each infusion tells you
  the type of item that can receive it. The description also tells
  you if the resulting magic item requires attunement. Some
  infusions specify a minimum artificer level. You can’t learn
  such an infusion until you are at least that level. Unless an
  infusion’s description says otherwise, you can’t learn the
  infusion more than once.
  Portable Transmuter
  Item: any tool  
  If you cast cantrips with this tool, you can commute any
  damage in lightning damage.
  Armor of Condensers
  Prerequisite: 4th-level artificer 
  Item: A suit of armor  
  While wearing this armor you can use Arcane Recovery once
  per long rest.
  Electroboots
  Prerequisite: 4th-level artificer 
  Item: A pair of boots (requires attunement)  
  These boots grants 10 feet of extra movement and when you
  are hit by an attack that make you fall prone, you can use your
  reaction to stay up.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Ranikirn/Electrobinder.pdf