Artificer
Base Class: Artificer

A railgunner fights with a potent and lethal hand-crafted railgun, making use of rounds that can devastate single targets. While many compare their destructive abilities to those of an artillerist, railgunners prefer the precision and lethality of a single, deadly shot.

Level 3: Tool Proficiency

You gain proficiency with Smith's Tools. If you already have this proficiency, you gain proficiency with one other type of Artisan’s Tools of your choice.

Level 3: Arcane Railgun

You’ve created a magical firearm, an Arcane Railgun, that focuses magical energy to unleash devastating shots of arcane force. You are proficient with the Arcane Railgun. You can only fire the railgun once per turn, as it vents energy from each shot, and only you can fire the railgun.

It has the following traits:

Weapon Category: Martial Ranged Weapon
Damage on a Hit: 2d6 Force plus the ability modifier used for the attack roll
Properties: Ammunition (150/600 ft.), Two-Handed

New ammunition is automatically loaded into the Arcane Railgun after it fires, and doesn’t require the wielder to reload. As a result, coatings such as poisons can’t be applied to the ammunition used by the railgun.

The Arcane Railgun’s damage die increases when you reach certain levels in this class, at level 5 (3d6), level 9 (4d6), level 13 (5d6), and level 17 (6d6).

When you finish a Long Rest, you can expend a use of your Replicate Magic Item feature and gain a +2 bonus to attack rolls you make with your railgun until your next Long Rest. This increases to a +3 bonus at level 10.

At the end of a Long Rest, while you have a set of Smith’s Tools, you can create a new Arcane Railgun. If you already have one and create a new one, the original breaks and stops functioning.

Adaptive Protocol

Your tinkering has allowed you to adapt your railgun with a variety of firing modes, called protocols. You gain two Protocol options of your choice, which are detailed below. You gain another one at level 9 and level 15.

As a Reaction when you roll Initiative or as a Bonus Action, you can activate one of your protocols, expending a use of this feature. Each protocol grants you a benefit while it’s active, and a protocol lasts for 1 minute, or until you activate a different protocol.

For each protocol you have active, attacks with your railgun deal an extra 1d6 damage.

Flashspark Protocol: You can have the damage of your railgun be Lightning damage, rather than Force. When you hit a creature with an attack from your railgun, it has Disadvantage on the next attack roll it makes before the start of your next turn.

Cryoclasm Protocol: You can have the damage of your railgun be Cold damage, rather than Force. When you hit a creature with an attack from your railgun, its speed is reduced by 10 feet until the start of your next turn.

Deadeye Protocol: You can have the damage of your railgun be Piercing damage, rather than Force. If you hit a creature with your railgun and deal damage to the creature, you have Advantage on your next attack roll with your railgun against that creature before the end of your next turn.

Thundermonger Protocol: You can have the damage of your railgun be Thunder damage, rather than Force. When you hit a creature with an attack from your railgun, you can push it up to 10 feet directly away from you.

Wildfire Protocol: You can have the damage of your railgun be Fire damage, rather than Force. When you hit a creature with an attack from your railgun, other creatures of your choice within 5 feet of your target take Fire damage equal to your Intelligence Modifier.

You have two uses of this feature, and you regain all expended uses when you finish a Long Rest. You can also regain a single use of this feature by expending a spell slot, no action required.

Cryoclasm Protocol

You can have the damage of your railgun be Cold damage, rather than Force. When you hit a creature with an attack from your railgun, its speed is reduced by 10 feet until the start of your next turn.

Deadeye Protocol

You can have the damage of your railgun be Piercing damage, rather than Force. If you hit a creature with your railgun and deal damage to the creature, you have Advantage on your next attack roll with your railgun against that creature before the end of your next turn.

Flashspark Protocol

You can have the damage of your railgun be Lightning damage, rather than Force. When you hit a creature with an attack from your railgun, it has Disadvantage on the next attack roll it makes before the start of your next turn.

Thundermonger Protocol

You can have the damage of your railgun be Thunder damage, rather than Force. When you hit a creature with an attack from your railgun, you can push it up to 10 feet directly away from you.

Wildfire Protocol

You can have the damage of your railgun be Fire damage, rather than Force. When you hit a creature with an attack from your railgun, other creatures of your choice within 5 feet of your target take Fire damage equal to your Intelligence Modifier.

Level 5: Target Lock

When you miss with the attack roll of your Arcane Railgun, the target takes half the attack’s damage but suffers no additional effect from the attack.

Level 9: Fusion Matrix

When you activate an Adaptive Protocol, you can activate a second protocol without expending an extra use of the feature. You gain the benefits of both protocols while they’re active.

Level 15: Arcane Accelerator

If you roll a 6 on a d6 on any of your Arcane Railgun’s damage dice, the extra damage from your Adaptive Protocols, or the extra damage dealt by this feature, you can roll another d6 and add it to the damage of your attack. This extra damage is the same type as your railgun.

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