Base Class: Artificer
Artificer’s are constantly looking for ways to advance the technology of their worlds, weather it be through magic water filtration systems or magic artillery that revolutionized siege warfare. Some though think that rather than making new weapons we should instead revolutionize the ones we currently have. It is from this group that the Balist’s come from. These craft folks decided to take the standard ballistas and made them better by taking away their stationary status and adding a magic magazine to the side, eliminating the need for both the heavy ammo while allowing portability of the weapon.
PMB-M1
You gain access to the Portable Magic Ballista - Mark 1.
This 2 hand portable ballista takes 3 continuous days of research to make and will need 3 crossbows to study or one stationary ballista. The ballista uses magical magazines the need to be filled with mana after each use. The specifics on how to craft the magazine will be outlined by your DM. It has the following features:
- Your damage with the PMB-M1 is equal to 1d12 per Artificer level. The damage type is force.
- 2 handed
- 60 ft range, loading
- Has a magic magazine that has to be changed every shot. (WARNING: THE MAGAZINE CAN BE SHOT AND STABED AT. IF BREACHED THEN MAGAZINE WILL CAUSE A MINOR WILD MAGIC PHENOMENON)
- A bayonet that does damage equal to 1d6
RFC-M1
You can now make smaller, one handed crossbows with a crossbow. This Rapid Fire Crossbow can shoot a 3-round burst of projectiles.
- 15 rounds per mag and the magazine is harder to hit. (DC14)
- Each projectile can be used on a single enemy. (Ex: If there are three enemies, you can hit all three if they are in range)
- The damage dealt by each projectile is 2d8 per level in artificer.
- Loading, one handed
Major Munitions
You now gain access to these major munitions. They are only available to be loaded in the PMB-M3, which requires the same materials as the M2. These are separate modes incorporated into the ballista, meaning no special ammo is needed, but the wild magic surges caused by broken magazines intensifies depending on the mode.
Explosive Shot:
- Causes a 15ft explosion when it hits something
- Major wild magic when breached (Ex: Summon random entities like elementals)
Frost Shot:
- Changes into physical projectile when shot, bypassing magic defenses
- Causes slowness
- Medium wild magic when breached (Something like being teleported somewhere and then back)
Wild Shot:
- Causes insane wild magic event where it lands or when breached (We’re talking summoning demons and gods on average)
Tinkering Tribute
Using Tinkerer’s Tools and scrap from a ballista or 3 crossbows, you can upgrade the PMB-M1 to the PMB-M2. The following features are added on top of features from PMB-M1.
- +2 to hitting targets
- Javelins can now be used as ammo instead of magic magazines, but deal half the damage rolled.
- The bayonet now does an additional 3d6 and has the Push modifier.
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