Artificer
Base Class: Artificer

The artificers of the city state of Remschoot are known all over the world for their exceptional abilities in blending mechanical engineering with the weavings of arcane power. Arcannonists are the guards of the royal palace and elite warriors of the Remschootian army. They blend martial abilities and magical tinkering, fighting in heavy armor with their arcannons, heavy guns firing bolts of force energy, and conjuring shields of force energy to protect their allies from harm.

Arcannonist Proficiencies

3rd-level Arcannonist feature

When you adopt this specialization at 3rd level, you gain proficiency with heavy armor and martial weapons.

Arcannonist Spells

3rd-level Arcannonist feature

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

Arcannonist Spells

Artificer Level Spell

3rd

heroism, shield

5th

mirror image, warding bond

9th

haste, wind wall

13th

death ward, fire shield

17th

mass cure woundswall of force

Living Bulwark

3rd-level Arcannonist feature

Your combat training has taught you to stand your ground and never back down. This paid off in two ways:

  • Your hit point maximum increases by an amount equal to twice your level when you gain this feature. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
  • You have advantage on saving throws against effects and spells that would move you against your will or knock you prone.

Force Shield

3rd-level Arcannonist feature

Your prowess in the use of your tinkering skills to bolster your abilities in combat has granted you the ability to create a protective sphere of force energy.

As an action, you create a sphere of force energy with a radius of 10ft., centered around yourself. The sphere lasts for one minute or until destroyed, is immovable and has hit points equal to five times your artificer level. While inside the sphere, you and allied creatures have resistance to all damage types except psychic and hostile creatures can't land criticals. Any hostile creature who enters the sphere for the first time on a turn or starts its turn there has to make a Constitution saving throw against your Spell save DC.  If it fails, the creature is blinded until the start of its next turn.

Attacks, spells or harmful effects targeting you or allies within the sphere from outside of it hit the force shield instead. If the damage reduces it to 0 hit points, the targeted creatures take the remaining damage.

You can use this feature once per short rest.

Extra Attack

5th-level Arcannonist feature

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Defensive Juggernaut

9th-level Arcannonist feature

You've learned to handle the heat of the battle, even if the enemy catches up to you.

  • You can use the Repulsion Shield infusion on weapons with the two-handed property.
  • Making a ranged attack roll while within 5 ft of an enemy doesn't impose disadvantage. If you hit a creature within 5 ft of you with a ranged attack on your turn, that creature can't take reactions until the end of your turn.

Forceful Overshield

15th-level Arcannonist feature

Your force shield grants you and your allies a temporary overshield:

  • Whenever you or an allied creature enters your force shield for the first time on its turn or starts its turn within it, it gains an overshield with temporary hit points equal to your artificer level + proficiency bonus + Constitution modifier.
  • While a creature has this overshield, it gains a +2 bonus to Armor Class and attack rolls and scores a critical hit on a roll of 19-20.

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