Artificer
Base Class: Artificer

Crossbowman Artificers utilize a combination of magic and technology to build the ultimate utility tool: a crossbow with a wide array of abilities.

Crossbow Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with all crossbows.

Crossbowman Spells

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

Crossbowman Spells

Artificer Level

Spells

3rd

Hail of Thorns, Magic Missile

5th

Find Traps, Scorching Ray

9th

Conjure Barrage, Lightning Arrow

13th

Ice Storm, Locate Creature

17th

Conjure Volley, Swift Quiver

Arcane Crossbow

Beginning at third level, you may touch a crossbow at the end of a long rest to imbue it with certain properties which last until you complete a long rest. You gain a +1 to attack and damage rolls with this crossbow unless it's a magic crossbow that already has a bonus to those rolls. This bonus increases to +2 to at 10th level. Additionally, you may use the crossbow as a spellcasting focus for your artificer spells.

 

Whenever you cast a spell with the crossbow that deals damage, roll a d8. Add that amount of magical piercing damage to one roll of the spell.

 

You may also use this crossbow for special types of abilities called Arcane Shots. You know a number of shots from the Arcane Shot list at the end of this description and can use Arcane Shots a certain number of times before you must complete a long rest. These numbers are based on your level, as seen in the following table:



Level:

Shots Known

Uses

3rd

1

2

5th

2

3

9th

3

4

15th

4

5

Magic Bolts

Beginning at 5th level, your crossbow attacks count as magic for the purposes of overcoming resistances.

Arcane Recharge

Beginning at 9th level, you can perform a 10 minute ritual and expend a spell slot of first level or higher to regain up to 2 uses of Arcane Shot. This ritual can be performed during a short rest. You must complete a long rest before using this ability again.

Improved Enhanced Shot

Beginning at 15th level, whenever you use an Arcane Shot ability, you gain its Enhancement as if you had expended a 1st level slot.

 

You may still expend a slot. If you do, you instead gain the Enhancement as if you had expended a spell slot of 2 levels higher (to a maximum of 5th level).

 

If you have Teleporting Shot, you may choose to use it as a bonus action without expending a spell slot instead of taking creatures with you.

Arcane Shot List

Each shot has an additional feature called an Enhancement. This feature cannot be used until you gain the Enhanced Shots feature at 5th level.

 

Some shots require a target to make a saving throw. The DC for this roll is 8 + your proficiency bonus + your intelligence modifier.

 

You may not use more than one Arcane Shot option per turn.

Aiding Shot

As an action, you make an attack with your crossbow. If the target of the attack is willing, their AC becomes 12 for the duration of the attack unless their AC is already 12 or lower.

 

On a hit, instead of losing health, the target regains 2d4+2 hp. A critical hit does not increase this.

Enhancement: You may expend a spell slot of first level or higher when you use this ability. If you do, roll on the Alchemist Artificer potion table and the target of the attack gains the effect of that potion (if the attack hits). If you expend a spell slot of 3rd level or higher, you may instead roll twice and choose either result. If both rolls are the same, ignore them and pick any effect.

 

Elemental Shot

As an action, you choose fire, cold, or lightning and make an attack with your crossbow. On a hit, instead of the normal damage, the attack deals 2d6 of the type you chose. Then, the target must make a Constitution saving throw or be subjected to an effect based on the damage type you chose for up to 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on a success.

Fire: The target is set ablaze. At the beginning of each of its turns, it takes 1d6 + your Intelligence modifier fire damage.

Cold: The target is partially frozen. Its movement speed is halved. It is immune to this effect if it has resistance or immunity to cold damage.

Lightning: The target is electrified. At the beginning of each of its turns it and up to 1 other creature of your choice within 10 feet each take 1d6 lightning damage.

Enhancement: You may expend a spell slot of 1st level or higher to increase the damage of this attack by 2d6 for a spell slot of 1st level and an additional 1d6 for each spell level beyond that.

 

 

Extended Shot

As an action, you make an attack with your crossbow. You do not gain disadvantage for using the crossbow's long range. On a hit, your base attack deals maximum damage and the target must succeed on a Strength saving throw or be knocked prone, unless it is huge or larger.

Enhancement: You may expend a spell slot of 1st level or higher when you use this ability. If you do, you deal additional damage on a hit equal to 2d8 plus 1d8 for each level of the expended slot above the first.

 

 

Grappling Hook Shot

As a bonus action, you fire your crossbow at a point on a surface within its range. A strong line of thread connects the bolt to the crossbow and you are pulled along it to the point you fired at. This movement does not provoke attacks of opportunity. Your dm may choose to have you roll athletics and/or acrobatics checks to avoid obstacles in your path. They may also deem a surface too weak to hold your weight.

 

If you end this movement in a location in which you would normally not be able to remain, such as a vertical cliff face, you remain there held by the grappling hook until the beginning of your next turn.

Enhancement: You may expend spell slots to make this movement even faster. When you expend a spell slot of first level or higher, you may use this ability as a reaction. You may not use this ability more than once in a single round.

 

 

Obscuring Shot

As an action, you fire your crossbow at a point you can see within its range. A 20-foot radius sphere of black fog is created centered on that point. The sph⁠ere spreads around corners, and its area is heavily obscured. It lasts for 10 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Enhancement: You may expend a spell slot of 1st level or higher when you use this ability to make all creatures within the sphere when it is created make Dexterity saving throws, taking 1d8 poison damage per level of the spell slot expended on a failed save and half as much on a success. You may choose a number of creatures up to your Intelligence modifier to spare from this damage.

 

 

Restraining Shot

As an action, you make an attack with your crossbow against a medium or smaller creature. On a hit, the target takes the attack's damage and must make a Strength saving throw or become restrained for up to 1 minute. They may repeat this save at the end of each of their turns, ending the effect on a success.

Enhancement: You may expend a spell slot to increase the size range of this attack. Expending a slot of first level or higher allows you to target large creatures, a slot of 3rd level or higher allows you to target huge creatures, and 5th level allows you to target giant creatures.

 

 

Revealing Shot

As an action, you fire your crossbow at a point you can see within its range. Creatures within a 10-foot radius sphere centered on that point must make a Dexterity saving throw or be put under the same effects as the spell Faerie Fire. The effect lasts for up to 1 minute and each creature repeats the save at the end of each of its turns, ending the effect on it on a success.

Enhancement: You may expend a spell slot of first level or higher when you use this ability. If you do, the radius of the sphere increases by 5 feet for each level of the spell slot expended. Additionally, you may choose a number of creatures up to your Intelligence modifier to automatically pass their Dexterity save.

 

 

Shielding Shot

As a reaction, you fire your crossbow directly above you and the bolt explodes, creating a protective bubble of force energy. Until the beginning of your next turn, when you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you gain a bonus to the roll equal to your Intelligence modifier.

Enhancement: You may expend a spell slot of first level or higher when you use this ability. If you do, all creatures within a number of feet equal to 10 times the level of the spell slot expended gain the same bonus until the beginning of your next turn.

 

 

Teleporting Shot

As an action, you fire your crossbow at a point you can see in its range and teleport to that location.

 

You may expend a spell slot of first level or higher to use this ability as a bonus action. When you use the ability this way, you may only fire the crossbow a distance up to its normal range.

Enhancement: You may expend a spell slot of first level or higher to take other creatures with you when you teleport. Choose a number of willing creatures up to your intelligence modifier (minimum of 1) within a number of feet equal to 10 times the level of the spell slot expended. Those creatures teleport to empty spots within the same range of the spot you teleported to. If you use this ability in this way, you may not use it as a bonus action.

 

 

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