Base Class: Artificer
Artificer that specializes in heavy weapons such as siege weapons, modern rockets, mortars, mounted weapons, flame throwers, and mini gun.
Tool Proficiency
You gain proficiency with mason’s tools or leatherworker’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Leather Worker Tools
You chose Leather Worker Tools
Mason’s tools
You chose Mason Tools
Heavy Weapons Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
|
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5th |
cordon of arrows (works with bullets and siege ammution), augury |
|
9th |
|
|
13th |
|
|
17th |
Heavy Mastery
3rd-level Heavy Weapons feature
Your combat training and your experiments with magic have paid off in these ways:
- You gain proficiency with heavy armor
- You gain proficiency with martial weapons.
- You gain proficiency with siege weapons. (Instead of the stated attack for a siege weapon you use your proficiency+intelligence modifier
- When you attack with a heavy ranged weapon or a large sized weapon you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. (No automation you must do this)
- You can use your infusions on nonmagical siege weapons and heavy weapons (weapons with heavy property)
Heavy Weapon Mount
3rd-level Heavy Weapons feature
You can use your mason’s tools or Leatherworker’s tools to make a quick mount for your heavy weapon. As an action you can create one of two different mounts.
Stabalizing Mount. Using your mason’s tools you create a quick fortified mount for your heavy weapon or siege weapon. The fortified position grants 1/2 cover while operating the weapon and full cover against ranged weapons if prone. At 15th level this improves to 3/4 cover.
Strap Mount. Using your leatherworker’s tools you create a quick mount that straps to your body. Reduce the effective weight of the heavy weapon or siege weapon in half. The weapon counts as one size smaller. At 15th level this grants a +1 bonus to hit and 1 bonus to AC.
At higher levels you can create other mounts.
Vehicle Mount. At 9th level you can use your smith’s tools to create a quick mount that connects to a vehicle. The vehicle gains an additional weapon slot for your weapon. At 15th level this grants a bonus +1 to hit and provides 1/2 cover.
Heavy Weapon Access
Heavy Weapons
At certain levels determined by the table below you can craft a non-magical heavy weapon or siege weapon. You can only have one such weapon crafted by you in existence at a time. Note: some items on the table are available via normal purchases like Ballista and Cannon. When you craft another weapon you use parts from the other weapon making it useless. You can also fix any weapon on the table even if destroyed with the mending spell and even if it’s magical returning it to new after the 1 minute casting. At higher levels you can maintain additional siege weapons. You can maintain 2 total at 9th level, and 3 total 15th level.
| Name | Level | Ammo | Damage | Weight | Range | Properties |
|---|---|---|---|---|---|---|
| Ballista* | 3 | 50 gp (1) | 3d10 piercing | 300 lb. | (120/480) | Large, AC 15, HP 50, Action 3, Siege |
| Cannon* | 15 | 1000 gp (1) | 8d10 bludgeoning | 1000 lb. | (600/2400) | Large, AC 19, HP 75, Action 3, Siege |
| Mangonel* | 5 | 50 gp (1) | 5d10 bludgeoning | 1000 lb. | (60/200/800) | Large, AC 15, HP 100, Action 4, Siege |
| Trebuchet* | 9 | 100 gp (1) | 8d10 Bludgeoning | 8000 lb. | (60/300/1,200) | Huge, AC 15, HP 150, Action 4, Siege |
| Gatling Gun | 5 | 100 gp (100) | 1d10 piercing | 200 lb. | (60/180) | Attack 3, Reload 100, Heavy, Two-Handed |
| Mini Gun | 15 | 1000 gp (500) | 1d10 piercing | 200 lb. | (40/240) | Attack 6, Reload 500, Heavy, Two-Handed |
| Mortar | 9 | 100 gp (1) | 5d10 bludgeoning | 100 lb. | (400/1800) | Medium,AC 18, HP 50, Action 3, explosive, Siege |
| Rocket Launcher | 15 | 1000 gp (1) | 8d10 bludgeoning | 100 lb. | (60/800/3000) | Medium, AC 18, HP 50, Action 3, explosive, Siege |
| Flame thrower | 15 | 50 gp (100) | 2d8 fire | 50 lb. | (75/120) | Attack 5, Reload (10 shots), explosive, Heavy, Two-Handed |
Info
Medium, Large, Huge - refers to the object’s size
AC - is the objects Armor Class if targeted separately
HP - is the objects Hit points. When reduced to 0 the weapon remains inoperable until it’s hp is positive
Action # - is the number of actions required to operate the siege equipment. Usually this requires Loading, Aiming, and Firing actions
Attack # - is the number of attacks made when taking the attack action on your turn. You have a penalty to hit and damage equal to this number.
Reload # - is the number of ammunition used up between reloading
Explosive - Attack a location instead and when the weapon hits all creatures within 10 ft radius of the impact point must make a dexterity save against your spell save DC or take the base weapon damage on a failure, half on a success.
Range (minimum/short/long) - if there are 3 numbers the first number is the minimum range which attacks are at disadvantage if at ranges closer.
Siege - Siege weapons deal double damage to objects and structures
* - these weapons are available to be purchased as part of vehicles
Labor Servants
5th-level Heavy Weapons feature
At 5th level you learn the mending. You gain labor servants that can either work siege weapon actions for you besides firing or reload a heavy weapon for you. They can carry items if you give them backpacks or pull land vehicles if given harnesses. They have the statistics of animated armor except they cannot attack, they use your AC, saves, and hit points. They can attune to items but use your attunement slots to do so. They are simply turned off when their hit points reach 0 and they can be healed with the mending spell healing 2d6 hp on each cast. They heal full after a long rest. As a ritual (10 minutes) you can summon/recreate your 3 servants and any equipment they are carrying or pulling including a viable vehicle such as a wagon or cart if any.
At 9th level you gain an additional servant. And again at 15th level you gain an additional servant for a total of 3 servants.
Additional Modification
9th-level Heavy Weapons feature
You can now add one additional infusion to a heavy weapon.
At 15th level, as an action, you can incorporate the properties of one non-unique magic weapon into a nonmagical heavy weapon of the simular kind (Ranged to ranged/siege or melee to melee) by merging the items together. This weapon becomes magical. Properties that would interfere with each other, you choose which property is used. The weapon also gains the rarity and attunement requirements and now can only be attuned by you. This lasts until you do this again (can only have one set of weapons merged this way).
Weapon Specialty
15th-level Heavy Weapons feature
You can spend 8 hours studying, taking apart and putting back together one siege weapon, one heavy ranged weapon, and one heavy melee weapon that you become very accustomed to. You gain expertise (double your proficiency) for your to hit and deals extra damage equal to your proficiency bonus. The DC for the weapon save is increased by 1/2 of your proficiency bonus (explosives). You can use your bonus action to interact with it but not make an attack (such as loading or aiming a siege weapon or activating an action property of the weapon or load it). When you take the attack action you may make 1 additional attack beyond the number of attacks that can be made with the weapon (default being 1) or make 1 additional use object action (such as to aim or load it). Your mastered siege weapon can fire at any location with a viable path for the trajectory (cannot shoot an enclosed target). Your mastered heavy ranged weapon ranged is doubled. Your reach with your heavy melee weapon is doubled to a maximum of 20 ft.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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1/28/2023 7:19:19 AM
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42
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20221212
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Coming Soon
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1/29/2023 12:51:59 PM
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578
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20
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20230128
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Coming Soon
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5/29/2023 11:57:06 PM
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24
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4
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Coming Soon
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