Base Class: Artificer
Artificers who choose to specialise in becoming a commando are driven to success by their unwavoring discipline to their craft and resolve. An artificer first develops what is know as an arcane armament, a powerful tool that allows them to channel arcane energy into devistating attacks. They then can use this armament in different ways to complement their needs at the time. A commando is flexible in their tactics, allowing them to fight on the front lines, scout and strike from afar, or support their allies in the field. More than any other artificer, their drive to achieve their goals does not faulter, and most are willing to die before compromising their vendictions.
Level 3: Commando Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class as shown in the Commando Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Commando Spell
| Artificer Level | Spells |
|---|---|
| 3rd | magic missle, thunderwave |
| 5th | aganazzar's scorcher, locate object |
| 9th | aura of vitality, hypnotic pattern |
| 13th | greater invisibility, locate creature |
| 17th | circle of power, hold monster |
Bonus Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with tinker's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Arcane Armament
At 3rd level, you have invested your research and tinkering into developing an arcane armament that can be altered to fit your needs. Your arcane armament is considered a simple ranged weapon, with which you have proficiency. The properties of your arcane armament are determined by the load out you choose in the Load Out table. Your arcane armament does not require ammunition, as the magical energy you have infused it with provides it.
At the end of a short or long rest, you select which load out your arcane armament takes on, as you assemble it to fit your needs. You can change the load out of your arcane armament at the end of a short or long rest, provided you have tinker's tools in hand. If your arcane armament is every lost or destroyed, you can fashion a new one over the course of a long rest, provided you have tinker's tools in hand. When you create a new arcane armament, your old one is destroyed.
Additionally, when you attack with your arcane armament, you can use your Intelligence modifier, instead of your Dexterity modifier, for the attack and damage rolls.
Finally, you can use your arcane armament as a spell casting focus for your Artificer spells.
Load Out
| Name | Damage | Weight | Range | Property |
|---|---|---|---|---|
| Blaster | 1d6 force | 2lb. | (30/120) | Light |
| Gatlin | 2d4 force | 8lb. | (80/320) | Two-handed |
| Marksman | 1d10 force | 6lb. | (150/600) | Two-handed |
| Support | 1d4 force | 4lb. | (30/90) | - |
Extra Attack
Beginning at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Level 5: Eldritch Enhancements
At 5th level, you have further enhanced your arcane armament to allow your armament models additional benefits.
Spray and Pray. When you have the gatlin load out selected, you can trade accuracy for speed with your attacks. When you make your first attack on your turn, you can decide to Spray and Pray. Doing so gives you disadvantage on all attack rolls with your arcane armament this turn, but you are able to make three attacks instead of two when you take the Attack action this turn. This increases to four attacks when you reach 15th level.
Quick Draw. When you have the blaster load out selected, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. Additionally, when you are able to make an opportunity attack, you can make one ranged weapon attack with your arcane armament in place of a melee weapon attack.
Snipe. When you have the marksman load out selected, when take the Attack action, you can forgo one of your attacks to change the damage die of your arcane armament to 2d6. Additionally, if you forgo one of your attacks in this way, if you have advantage on the ranged weapon attack roll you make with your arcane armament, on a hit you deal an additional 3d6 force damage. You can only deal this extra damage once per turn At 9th level this increases to 4d6, and at 15th level this increases to 5d6.
Energy Shield. When you have the support load out selected, when you or a creature you can see within 30 feet of you takes damage, you can use your reaction to grant the target resistance to that instance of damage. Once you use this ability, you must finish a long rest before doing so again, or expend a spell slot of 1st level or higher.
Level 9: This Is The Way
At 9th level, your intellect is radiated through your abilities to give you the upper edge in conversation and tactics. You add your Intelligence modifier to your Charisma (Intimidation) and Charisma (Persuasion) checks. Additionally, you gain a bonus to your initiative rolls equal to your Intelligence modifier.
Level 15: Fully Loaded
At 15th level, your armament has been further augmented to increase its potency.
Precise. When you have the marksman load out selected, your range weapon attacks that benefit from your Steady Aim ability score a critical hit on a roll of 19 or 20.
Lay Waste. When you have the gatlin load out selected, you can use an action to force creatures and objects of your choice within a 60ft cone to make a Dexterity saving throw against your spell save DC. On a failure, the creature or object takes 12d4 force damage, or half as much damage on a success. Once you use this ability, you must finish a long rest before doing so again, or expend a spell slot of 4th level or higher.
Lucky Shot. When you have the blaster load out selected, if you make a ranged attack roll with your arcane armament and miss, you can reroll it. You can use this feature only once on each of your turns.
Stabilization. When you have the support load out selected, when you make an attack roll, ability check, or saving throw, you can forgo rolling the d20 to get a 10 on the die. You may use this ability a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a long rest.