Base Class: Fighter
An Arcane Artillery goes beyond using ranged weapons. They use ranged weapons to devastating effect. Combined with spellcasting abilities and powerful magical items, if you meet an angry Arcane Artillery, you want to run the other way.
Restriction: Anthro-Canines and Dwarves only.
To become an Arcane Artillerist, you must be an Anthro-Canine or a dwarf. The secrets of Arcane Artillery are a closely guarded secret of the Anthro-Canines, and only the closest friends of the Anthro-Canines - the dwarves - even know how they do it.
Your DM can change or suppress this restriction if you are playing in a campaign where Anthro-Canines don't exists or one where technology is more widely available.
Ways of the Firearm
At 3rd level, you gain proficiency with firearms and tinkerer's tools.
In addition, you can spend 2 hours and 25 GP worth of crafting materials to modify or repair a firearm. A modified firearm has a special feature that you choose from one of the firearm modifications. You learn two modifications at 3rd level, and gain one new modification at 7th and 10th level. A firearm can have more than 1 modification on it, but never more than 3.
You can add your proficiency bonus to any check made to operate, maintain, or teach another character how to use a machine. You can also add your proficiency bonus to any check made to read a machine's instructions.
Adjustable Sights
As a bonus action on your turn, you can change the range of your firearm. The long range becomes the normal range, but you cannot shoot beyond that range. This lasts until you use a bonus action to reset it.
At 10th level, you gain a +1 to attack rolls made at long range with a firearm with this modification.
Explosive Ammunition
After ammunition fired from this firearm hits a creature, it explodes. All creatures within 20 feet of the hit creature take 1d6 fire damage. Ammunition that misses doesn't explode.
At 10th level, the fire damage increases to 2d6.
Machine Gun
You can make up to 5 attacks with a firearm with this modification when you take the attack action. You cannot attack in this way again until the turn after your next turn.
You must be at least 7th level to learn this modification.
Magic Shot.
Bullets fired from a firearm with this modification are considered magical for purposes of overcoming resistance and immunity.
At 10th level, you gain a +1 to attack and damage rolls while using a firearm with this modification.
Multi-barreled
When you make an attack with a firearm that has this modification, you roll two attack rolls. If one roll hits, the target takes damage as normal. If both rolls hit, you add +2 to the damage roll. If no rolls hit, you miss.
At 10th level, you can choose one of the following options:
- If both rolls hit, the target takes double the normal damage from the attack.
- You roll 3 attack rolls instead of 2. If all 3 attack rolls hit, you add +4 to the damage roll.
Rapid Fire
You ignore the loading property for a firearm modified in this way. In addition, if you have the extra attack option, you can make 3 attacks with a firearm that has this modification instead of 2.
At 10th level, you can make 2 attacks with a firearm that has this modification whenever you attack with it.
Silvered Barrel
All attacks from this firearm are considered silvered.
At 10th level, you can also line the barrel with adamantine. All attacks from this firearm are now silvered and adamantine.
You must be at least 7th level to learn this modification.
Magic Item Master
At 7th level, you have trained for use of magical items, and can understand them even better than before.
If you are wielding a magic weapon, you automatically gain a +1 to damage rolls with that weapon. If you are wearing a magical shield, you can make a shield bash attack with that shield. The attack deals 1d8 + your strength modifier bludgeoning damage.
In addition, you no longer need the aids of identify and detect magic spells to discern one magic item from another. You can spend 30 minutes toying with a magic item to learn its properties, name, and any other information that would normally be provided by an identify spell. If the item is cursed, you only learn that the item is cursed, not the exact effects of the curse.
Magic Fighter
At 10th level, you gain a better understanding of how magic works, and can even steal it and use it for yourself.
You can spend 2 hours and 50 GP worth of material components to create an uncommon magical item called a Spell Trap. Your Spell Trap ceases to function if it is ever more than 10 feet away from you, or if another creature tries to use it.
When a creature within 15 feet of you casts a spell of 3rd level or lower, you can activate your spell trap and attempt to steal the magic for you own use. That creature must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your intelligence modifier. If the spellcaster fails, the spell slot is wasted and the spell becomes trapped in your Spell Trap for later use.
At any time, you may open your Spell trap and cause the spell trapped inside it to take effect. It uses the slot level it was originally cast at, the original spellcaster's Spell Save DC, but you choose the target. After you use it, your spell trap becomes empty and no longer contains that spell.
Bring the Artillery
At 15th level you gain more devastating power with artillery, and learn how to use siege machines to their full effect.
When operating a siege machine, you can use an action, instead of aiming, loading or firing the machine, to prime it. A machine that you prime before firing has a +2 to attack and damage rolls, and scores a critical hit on a natural 19 or 20.
In addition, you can make an overpowered shot using one of your ranged weapons. When you do so, you must roll for attack twice. If both attack succeed, your shot hits and deals 1d20 damage, regardless of normal damage. If one or both rolls fail, you attack misses. Regardless of whether you hit or miss, you cannot make another overpowered shot until you finish a long rest.
Supreme Artillery
At 18th level, you reach the pinnacle of your training with magical artillery.
Your attacks with firearms and magical items count as magical for the purpose of overcoming resistance and immunity. In addition, you ignore disadvantage on attacks with ranged weapons while you are within 5 feet off the intended target.
All your modified firearms now have a +2 to damage rolls.
In addition, you can attempt to shrug off disadvantage on a ranged attack. To do so, you must first make a ranged attack roll with disadvantage. Then, you can roll another d20. If you roll a number greater than or equal to your constitution score, you are no longer affected by the disadvantage. If you roll less than your constitution score, you must still roll with disadvantage as normal. Regardless, you can't use this feature again until you finish a long rest.







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