Base Class: Artificer
Through altering the body and barrels of the person, they are able to attach guns to their person. This subclass focuses on blowing away their foes through these weapon attachments, or use special bullets that may even heal their teammates.
Cannon Fodder
You can choose as an action to do a barrage attack, firing up to your intelligence modifier (minimum of 1). This attack has a range of 60 feet and can target anything within range that you can see. Each bullet deals 1d4 piercing damage to the target and each bullet must be rolled for an attack, however, if you fire up to your intelligence modifier, your gun becomes overheated. It stays overheated for 2 rounds, making it unable to be used until cooled.
Bullseye
You do not have disadvantage when within 5 feet of a target when firing a weapon as well as you ignore the reload property.
Infused Barrel
After acquiring the knowledge and prowess of magical infusions, you have learned to harness it even onto your own weapon.
Infused Barrel
After acquiring the knowledge and prowess, you are able to use the infusion magic learned to apply them to your cannon. Your attacks count as magical when firing from your cannon as well as for each bullet, you can apply a quick magical infusion on the barrel and choose to apply one of the following effects chosen in the list of options. You can apply this effect up to your intelligence modifier (minimum of 1), and resets at the end of a short or long rest. You learn two infusions at 5th level, two at 8th, one at 12th, and one at 15th.
Concussion Blow
The bullet fired from this infused barrel has its type changed to psychic, as well as if the target is hit by this bullet, their mind is impaired, causing them a -3 on their next 2 attacks rolls. The negative modifier can stack with each bullet.
Deadeye
The damage type isn't changed, in fact, nothing really changes, other than the mass amount of gunpowder you just added to your gun. With this infusion, your focus increases as well as your power, making the next shot can't miss and deals 3d8, but, however much damage you deal, you take the same amount of damage from the explosion.
Deafening Shot
The bullet fired from this infused barrel has its type changed to thunder, as well as when a target is hit by this infused bullet, it is pushed back 10 feet.
Finding Target
The damage type for this bullet is changed to force, as well as the pure force applied to this infusion allows the bullet to cut through even atoms, making this bullet have a +3 to your attack role. This effect can stack.
Hailing Blow
The bullet fired from this infused barrel has its type changed to cold, as well as the target who is hit by this bullet is momentarily frozen, causing their speed to decrease by 5 feet. This frozen effect can be stacked, meaning each bullet of cold reduces the targets speed by 5 feet.
Ring of Fire
The bullet fired from this infused barrel has its type changed to fire, as well as if it hits the target, the bullet residing within the person continues to radiate heat, dealing a extra 1d6 damage each round for 3 rounds.
Showing Mercy
The bullet fired from this infused barrel has its type changed to radiant, as well as instead of actually damaging the target, it instead heals the target for 1d4 hitpoints.
Soul Sucked
The bullet fired from this infused barrel has its type changed to necrotic, as well as the damage done by this bullet are taken off the maximum hit points of the target until they finish a long rest.
Static Shot
The bullet fired from this infused barrel has its type changed to lightning, as well as when the bullet hits the target, it discharges 5 feet in each direction from the target, causing 1d4 lightning damage to anyone within 5 feet of the target. The damage die increases to 1d6 at 9th level.
Tipped Bullet
The bullet fired from this infused barrel has its type changed to poison, as well as when the target is hit with this bullet, they much succeed a constitution saving throw against your Spell Save DC. If the target fails, they get inflicted with the poison condition until the end of their next turn, where they have to reroll the constitution saving throw. However, with each poison bullet shot into the target, the DC is raised by 2. This bullet evolves at 9th and 15th level.
Toxic Spew
The bullet fired from this infused barrel has its type changed to acid, as well as if the target is hit with the bullet, the acid will begin to corrode the target from within, dealing an extra 1d6 damage. However, if more than one acid bullets are fired into a person at one time, the corrosion will spread even further, causing the target to take an extra 1d4 for each bullet in the creature (for example, if you shoot a creature with 2 acid bullets in one turn, you deal your 2d4 for the bullets, 2d6 for the acid, and an extra 1d4 for the added corrosion). All damage die for this attack are increased to 1d6 at 9th level.
Enhanced Arsenal
Your cannon modifications become more powerful:
- Your die size for each bullet increase to 1d6
- Your gun becomes a finesse weapon
- If your gun overheats, you have the option of performing a Flamethrower action, causing a blast fire to be released in a 15-foot-cone from your person. Each creature must make a Dexterity saving throw against your Spell Save DC, taking 5d6 on a failed save, or half as much on a successful one. However doing this causes the gun to be overheated for 3 rounds after. You can use a barrel infusion to change the damage type and can only perform this action once per long rest.
Complete Transformation
The combination of your artificer prowess and gunslinger abilities has allowed you complete control of your weapon, allowing you to do the following:
- Your Barrel Infusions now last for an entire round, meaning if you use a charge on your barrel, each bullet is effected with that infusion until the end of your turn. If you want to apply a different infusion however, you must expend another charge.
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