Base Class: Artificer
Siege Engineers, Heavy Infantry, Ship’s Engineer, these are all roles that can be had. The heavy soldier that is focused on using heavy equipment such as siege equipment or vehicles, using heavy weapons such as machine guns, mortars, and launchers, or using heavy melee weapons such as gigantic swords or polearms.
Technology Proficiency
You gain proficiency with an artisan tool of your choice or a vehicle.
Choose Air Vehicles
You gain proficiency in use of Air Vehicles
Choose an artisan’s tool
Choose an artisan’s tool
Choose Land Vehicles
You gain proficiency in use of Land Vehicles
Choose Space Vehicles
You gain proficiency in use of Space Vehicles (Spelljamming).
Choose Water Vehicles
You gain proficiency in Water Vehicles
Heavy Weapons Spells
When you reach an Artificer level specified in the Heavy Weapons Spells table, you thereafter always have the listed spells prepared.
| ARTIFICER LEVEL | SPELL |
|---|---|
|
3rd |
|
|
5th |
cordon of arrows (works with bullets and siege ammunition), augury |
|
9th |
|
|
13th |
|
|
17th |
swift quiver (works with bullets and siege ammunition), scrying |
Heavy Mastery
Your combat training and your experiments with magic have paid off in these ways:
- You gain proficiency with heavy armor
- You gain proficiency with martial weapons.
- You gain proficiency with siege weapons. (Instead of the stated attack for a siege weapon you use your proficiency+intelligence modifier
- When you attack with a heavy ranged weapon or a large sized weapon you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. (No automation you must do this)
- You can use replicate magic item to instead enchant a nonmagical siege weapons and heavy weapons (weapons with heavy property) the weapon you enchant gains the magical property of the replicated magic weapon.
Heavy Weapon Mount
You can use your tools to make a quick mount for your heavy weapon. As an action you can create one of two different mounts.
Stabalizing Mount. Using your tools you create a quick fortified mount for your heavy weapon or siege weapon. The fortified position grants 1/2 cover while operating the weapon and full cover against ranged weapons if prone. At 15th level this improves to 3/4 cover.
Strap Mount. Using your tools you create a quick mount that straps to you. Reduce the effective weight of the heavy weapon or siege weapon in half. The weapon counts as one size smaller. At 15th level this grants a +1 bonus to hit and 1 bonus to AC. If you can carry the weapon, it cannot be disarmed without cutting the straps first.
At higher levels you can create other mounts.
Vehicle Mount. At 9th level you can use your smith’s tools to create a quick mount that connects to a vehicle. The vehicle gains an additional weapon slot for your weapon. At 15th level this grants a bonus +1 to hit and provides 1/2 cover.
Heavy Weapon Access
Heavy Weapons
At certain levels determined by the table below you can craft a non-magical heavy weapon or siege weapon. You can only have one such weapon crafted by you in existence at a time. Note: some items on the table are available via normal purchases like Ballista and Cannon. When you craft another weapon you use parts from the other weapon making it useless. You can also fix any weapon on the table even if destroyed with the mending spell and even if it’s magical returning it to new after the 1 minute casting. At higher levels you can maintain additional siege weapons. You can maintain 2 total at 9th level, and 3 total 15th level.
Dungeon Master’s Guide Siege Weapons
Ballista, Cannon, Flamethrower Coach, Keg Launcher, Lightning Cannon, Mangonel, Ram, Siege Tower, Suspended Cauldron, Trebuchet. See Dungeonmaster’s guide for details. If they require a save use your spell save DC.
Additional Modern Heavy and Siege Weapons
Modern weapons are not available in all campaigns. Ask your Dungeonmaster before using any modern weapons below.
| NAME | LEVEL | AMMO | DAMAGE | WEIGHT | RANGE | PROPERTIES |
|---|---|---|---|---|---|---|
| Heavy Gun | 15 | 1000 gp (1) | 16d10 bludgeoning | 4 ton | 250/1000/5,280 | Crew 3, Large, AC 20, HP 150, Siege, Special |
| Gatling Gun | 5 | 100 gp (100) | 1d10 piercing | 200 lb. | (60/180) | Attack 3, Reload 100, Heavy, Two-Handed |
| Mini Gun | 15 | 1000 gp (500) | 1d10 piercing | 200 lb. | (40/240) | Attack 6, Reload 500, Heavy, Two-Handed |
| Mortar | 9 | 100 gp (1) | 5d10 bludgeoning | 100 lb. | (400/1800) | Crew 2, Medium,AC 18, HP 50, Action 3, explosive, Siege |
| Rocket Launcher | 15 | 1000 gp (1) | 8d10 bludgeoning | 100 lb. | (60/800/3000) | Crew 3, Medium, AC 18, HP 50, Action 3, explosive, Siege |
| Flame thrower | 15 | 50 gp (100) | 2d8 fire | 50 lb. | (75/120) | Attack 5, Reload (10 shots), explosive, Heavy, Two-Handed |
Additional Futuristic Heavy and Siege Weapons
Futuristic weapons are not available in all campaigns. Ask your Dungeonmaster before using any futuristic weapons below.
| NAME | LEVEL | AMMO | DAMAGE | WEIGHT | RANGE | PROPERTIES |
|---|---|---|---|---|---|---|
| Anti-Personnel Turrets | 15 | 300 gp (1) | 10 force | 1000 lb. | 250/720 | Crew 3, Large, AC 22, HP 250, Action 2, Special |
| Taser Laser | 15 | 1000 gp (1) | 10d10 radiant plus 10d10 lightning | 200 lb. | 5/80/250 | Crew 2, Large, AC 20, HP 400, Action 2, Special |
| Light Ion Cannon | 15 | 200 gp (1) | 50d10 radiant or lightning | 1000 lb. | 60/250/800 | Crew 2, Large, AC 19, HP 200, Action 2, Special |
| Antimatter Array | 20 | 5000 gp (1) | 100d10 necrotic | 8 tons | 250/1000/8000 | Crew 5, Large, AC 30, HP 1000, Recharge 5-6, Special |
Medium, Large, Huge - refers to the object’s size
AC - is the objects Armor Class if targeted separately
HP - is the objects Hit points. When reduced to 0 the weapon remains inoperable until it’s hp is positive
Action # - is the number of actions required to operate the siege equipment. Usually this requires Loading, Aiming, and Firing actions
Attack # - is the number of attacks made when taking the attack action on your turn. You have a penalty to hit and damage equal to this number.
Reload # - is the number of ammunition used up between reloading
Explosive - Attack a location instead and when the weapon hits all creatures within 10 ft radius of the impact point must make a dexterity save against your spell save DC or take the base weapon damage on a failure, half on a success.
Range (minimum/short/long) - if there are 3 numbers the first number is the minimum range which attacks are at disadvantage if at ranges closer.
Siege - Siege weapons deal double damage to objects and structures
Crew # - minimum number of Crew required to operate the equipment
* - these weapons are available to be purchased as part of vehicles
Anti-Personnel Turrets
Hits unerringly up to its short range. When it attacks it makes 3 shots which can be different targets, bonus damage only applies to the first hit.
Taser Laser
On a miss the target takes 10d10 lightning damage. Hit or miss the target must succeed on a constitution save against your spell save DC or be stunned until the end of its next turn. Objects such as vehicles smaller than gargantuan are susceptible to the stun (they can’t be immune)
Light Ion Cannon
Cannot target closer than its close range. Automatically hits but the target must make a constitution saving throw against your save DC. On a failure the target takes 50d10 magical radiant or lightning. The damage only anpplies to temporary hit points. If the target has no temporary hit points it becomes stunned (an object cannnot be immune), until the end of its next turn. On a success the target takes half damage to temporary hit points and no stun. Targets at long range automatically succeed on the save.
Antimatter Array
Fires a 10 ft wide beam. It cannot be fired if any target is within the close range and would be hit. If fired the antimatter array explodes. Target one Garguantan target and all targets between. They make a dexterity saving throw against your save DC. On a failure take 100d10 magical necrotic damage, half on a success. Targets at range greater than the short range automatically succeed. Creatures reduced to 0 hit points are turned to dust.
Labor Servants
5th-level Heavy Weapons feature
At 5th level you learn the mending. You gain labor servants that can either work siege weapon actions for you besides firing or reload a heavy weapon for you. They can carry items if you give them backpacks or pull land vehicles if given harnesses. They have the statistics of animated armor except they cannot attack, they use your AC, saves, and hit points. They can attune to items but use your attunement slots to do so. They are simply turned off when their hit points reach 0 and they can be healed with the mending spell healing 2d6 hp on each cast. They heal full after a long rest. As a ritual (10 minutes) you can summon/recreate your 3 servants and any equipment they are carrying or pulling including a viable vehicle such as a wagon or cart if any.
At 9th level you gain an additional servant. And again at 15th level you gain an additional servant for a total of 3 servants.
Weapon Modification
When you replicate two magic weapons you can apply both of its ability’s to a non-magical heavy weapon or siege weapon.
At 15th level when you replicate magic weapons you can choose a magical weapon you have to enchant a non-magical heavy weapon or siege weapon instead. The properties of the magic weapon are now the heavy weapon or siege weapon’s abilities and properties. Properties that would interfere with each other, you can choose which property is used. (Base damage is not a property). The weapon gain the rarity and attunement requirements and now can only be attuned by you. (You can only have one set of weapons merged this way plus one of the replicate magic weapons).
Weapon Specialty
You can spend 8 hours studying, taking apart and putting back together one siege weapon, one heavy ranged weapon, and one heavy melee weapon that you become very accustomed to. You gain expertise (double your proficiency) for your to hit and deals extra damage equal to your proficiency bonus. The DC for the weapon save is increased by 1/2 of your proficiency bonus (explosives). You can use your bonus action to interact with it but not make an attack (such as loading or aiming a siege weapon or activating an action property of the weapon or load it). When you take the [Tooltip Not Found] action (such as to aim or load it). Your mastered siege weapon can fire at any location with a viable path for the trajectory (cannot shoot an enclosed target). Your mastered heavy ranged weapon ranged is doubled. Your reach with your heavy melee weapon is doubled to a maximum of 20 ft.
Weapon Catalog
Anti-Personnel Turrets
Crew (3)
Large object (1000 lbs)
Cost: 5,000 gp (300 gp per shot)
Armor Class: 22
Hit Points: 250
Damage Immunities: poison, psychic
Anti-Personnel Turrets, also known as anti-infantry batteries, are mounted laser cannons. They employ precision targeting computers to aim at enemy infantry formations and support equipment. High-energy blaster bolts are then fired from the cannons, inflicting casualties and destroying materials. Before it can be fired, it must be loaded and targeted. It takes one action to load the weapon, one action to target it, and one action to fire it. When it fires make 3 simultaneous attacks
Energy Blast. Ranged Weapon Attack: Hits unerringly up to 250 ft, +12 to hit up to range 720 ft., one to 3 targets. Hit: 10 force damage. Bonus damage only applies to the first hit.
Light Ion Cannon
Crew (2)
Large Object (1,000 lbs)
Cost: 20,000 gp (200 gp per shot)
Armor Class: 19
Hit Points: 200
Damage Immunities: poison, psychic
Weapon were a form of armament that fired ionized particles capable of disrupting electronic systems. The weapon has no effect on a target’s hull. It will disrupt systems and shields. Ion Cannon is a vehicle directed energy damage weapon and can only target objects and constructs. It must be powered by an energy source. It takes an action to power it and one action to aim and fire it.
Ion Beam. Range 60 to 800 ft. It cannot fire at targets closer. Target one large or larger vehicle, construct, or object. Constitution Saving Throw DC 20. Failure: 225 (50d10) magical radiant or lightning damage on a fail. Damage only to shields. If there is no more shields the vehicle is stunned (a target cannot be immune), until the end of its next turn. Success: Half damage only to shields and no stun. Targets at range greater than 250 ft automatically succeed.
Taser Laser
Crew (2)
Large Object (200 lbs)
Cost: 40,000 gp (1000 gp per shot)
Armor Class: 20
Hit Points: 400
Damage Immunities: poison, psychic
Electromagnetic waves are used to channel a ionized particles down a central path. One crew uses utilize action to aim. One creature can fire the laser.
Fire Rounds. Ranged Weapon Attack: +12 to hit, range 5/80/250 ft one target. Hit: 55 (10d10) radiant damage plus 55 (10d10) lightning damage. Miss: 55 (10d10) lightning damage. Hit or Miss: The target must succeed on a dc 15 constitution save or be stunned until the end of its next turn. Vehicles smaller than gargantuan are susceptible to the stun (they can’t be immune).
Antimatter Array
Crew (5)
Large object (Heavy) (8 tons)
Cost: 200,000 gp (5000 gp per shot)
Armor Class: 30
Hit Points: 1000
Damage Immunities: poison, psychic, radiant
Antimatter Beams are the highest form of concentrated beam technology encompassing the void spectrum. It requires a lock onto a specific gargantuan target. After which it fires a beam that devastates all between. Once fired it must be recharged to be fired again.
Antimatter Beam (recharge 5-6). Range 250 to 8000 ft. By 10 ft wide beam. It cannot be fired if any target closer than 250 ft would be hit. Target one Gargantuan target and all targets between. Dexterity Saving Throw DC 25. Failure: 550 (100d10) magical necrotic damage on a fail. Success: Half damage. Targets at range greater than 1000 ft automatically succeed. Creatures reduced to 0 hit points are turned to dust.
Heavy Gun
Crew (3)
Large Object (4 tons)
Cost: 90,000 gp (1000 gp per shot)
Armor Class: 20
Hit Points: 150
Damage Immunities: poison, psychic
A Gun uses gunpowder or arcane power to propel heavy steel rounds at destructive speeds. A Gun is usually attached to a metal frame with wheels or armaments of a ship. Example Howitzer. Loading a Gun requires the Utilize action, and aiming it requires another Utilize action. Then a crew member can take the Fire Round action.
Fire Rounds. Ranged Weapon Attack: +6 to hit, range 250/1000/5,280 ft. (1 mile), one target. Hit: 88 (16d10) bludgeoning damage.
Explosive Rounds. Ranged Weapon Attack: +6 to hit, range 250 ft/1,000 ft/5,280 ft one target. Impact Area of 10 ft radius. Dexterity Saving Throw: DC 15 Failure: 88 (16d10) bludgeoning damage. Success: Half damage.
Heavy Ion Cannon
Crew (3)
Large Object (1 ton)
Cost: 50,000 gp (1000 gp per shot)
Armor Class: 30
Hit Points: 1000
Damage Immunities: poison, psychic
Weapon were a form of armament that fired ionized particles capable of disrupting electronic systems. The weapon has no effect on a target’s hull. It will disrupt systems and shields. Ion Cannon is a vehicle directed energy damage weapon and can only target objects and constructs. It must be powered by an energy source. It takes an actions to target the cannon, an action to power it, and one action to fire it.
Ion Beam. Range 250 to 1600 ft. It cannot fire at targets closer. Target one huge or larger vehicle, construct, or object. Constitution Saving Throw DC 25. Failure: 550 (100d10) magical radiant or lightning damage on a fail. Damage only to shields. If there are no more shields the target is stunned (a target cannot be immune), until the end of its next turn. Success: Half damage only to shields and no stun. Targets at range greater than 1000 ft automatically succeed.
Comments