Arcane Tinkerer Image
Prerequisite: Requires an Intelligence Score of 15 or higher, and a Dexterity Score of 13 or higher. The ability to cast atleast one spell. Requires Proficency with Firearms.
 

Years of experience tinkering in combination with your knowledge of the arcane allow you to infuse your bullets with magical effects. You're able to use Bullet Infusion once per day.

Bullet InfusionYou create a set (6 for one-handed firearms, 3 for two-handed firearms) of magical firearm ammunition with special properties. To do so you must succed on a Tinker's Tools (Intelligence) check with a DC according to the property selected. If any bullet has a saving throw, the Spell Save DC uses your Intelligence modifier. You can choose one of the following special properties for the set of bullets:

  • Corrosive Bullet (DC 13): The bullet bursts into a splash of acid, doing an additional 2d6 Acid Damage (Applies to missfire).
  • Luring Bullet (DC 16): The bullet has enchanting properties, suggesting the target to move towards you. The target takes an additional 1d4 Psychic Damage and makes a Wisdom Saving Throw, on a fail the target is forced to move 25 feet in a straight line towards you.
  • Scatter Bullet (DC 13): The bullet scatters on impact, dealing an additional 2d4 Piercing Damage to the target and 1d4 Piercing damage to any creature within 10 feet of the initial burst (Applies to missfire).
  • Targetting bullet (DC 18): The bullet deals an additional 1d4 Radiant Damage and has divining properties, guiding the aim of anyone trying to hit the target. Any ranged attack made against the target has Advantage until the end of your next turn. (Applies to missfire).
  • Booming bullet (DC 20): The bullet deals an additional 2d4 Thunder Damage and creates a 5 feet radius (10ft diameter) magical ring  around the target until the end of your next turn. If the target tries to move out of the ring it has to make a Constitution Saving Throw, on a fail it's movement is reduced to 10 feet and takes 5d6 Thunder Damage, on a success it moves freely and takes half of that damage. (Applies to missfire). If a creature is Huge or larger it automatically has to make the Saving Throw at the start of it's turn, even if it doesn't move.
Arcane Tinkerer Image

Comments

Posts Quoted:
Reply
Clear All Quotes