My character so far is rouge but I will have a rifle soon and I was thinking of subclassing to artificer, will that allow me to make runes that can apply ice dmg to my bullets?
Short answer is no. Longer answer is that your question actually hurt my brain but the multiclass isn't a terrible idea.
First is that it's spelled "Rogue" not "rouge", and in this edition it's called cold damage and not ice damage. Secondly there isn't any artificer options that let you make magical ammo by RAW. It IS useful though since there is an infusion that makes your rifle magical and creates it's own ammunition without you needing to reload it. There is also the spell Elemental Weapon which is unfortunately both a reasonably high level spell and awful at what it is meant to do. If you insisted on obtaining that spell somehow you would be better served going down Hexblade Warlock or Forge Domain Cleric for 5 levels, since it would take 9 levels of Artificer to reach it..
You could always just ask your DM about the idea of crafting them or paying an npc to do it for you. Good DMs tend to respond positively to when players communicate and ask for things like that.
As Minoke said, you’ll have to enchant a rifle with a custom frost-brand or something like that if you want to get exactly what you want. But if you multi class into Artificer you could take the Frostbite or Ray of Frost cantrip and flavor it as coming from ice bullets or a freeze ray, as long as the mechanical effects are the same.
if you went to 3rd level in Artificer you should consider Artillerist to get the additional cold spells down the line. And at 5th level, your cold damage cantrips get an additional d8 if cast through your arcane firearm.
The section on replicable items states an infusion can make an item on the list or: Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls. Caveats like this basically mean if the DM is fine with it, go for it. A bag of 10 or 20 ice bullets +1 should be fine for an infusion provided the DM feels they are appropriate to the campaign setting.
It's hard to come up with a good multiclass artificer because it's spell casting is so wonky with special focuses required and abilities being limited to artificer spells. The only thing really worth multi classing into artificer for is level 3 battle smith for intelligence to attack. My advice would be don't take artificer, take another class and simply get the tasha's gunner feat which gives you proficiency in fire arms. Artificer isn't particularly designed to use guns beyond it's proficiency and it's even worse for ice spells.
A warlock is probably the best option. You could go genie to get extra ice damage and stack blade infusions to get extra necrotic damage and attacks. You could also go hexblade gunner and combine it with sorcerer for more spell flexibility and bonus action spells when you shoot. Alternatively any mix of those.
If you are really set on artificer then you can go battle smith and wizard. Effectively you'd be a wizard with a pet and a magic sniper rifle you can fire and use a cantrip with.
Otherwise your dm is probably going to have to homebrew some spells or items to give you what you want
My character so far is rouge but I will have a rifle soon and I was thinking of subclassing to artificer, will that allow me to make runes that can apply ice dmg to my bullets?
RAW? No.
Can you anyways? Maybe.
Talk to your DM before doing this; see if they'd be willing to let you use materials and downtime/rests to craft custom ammunition for your rifle. Xanathar's Guide has a framework you could borrow, wherein a character with proficiency with alchemist's supplies can obtain 'raw materials' worth 50gp/lb. Over the course of a long rest they're allowed to make one "alchemical item" (one dose of acid, alchemist’s fire, antitoxin, oil, perfume, or soap) and subtract half the gp cost of the created item from the value of the raw materials they're carrying.
You could with your DM's permission, attempt to do something similar. Establish a base cost for the enchanted ammunition you're hoping to be able to make, then acquire "reloading supplies" when in an area that lets you do so. over the course of a long rest, with your tinker's tools available, you could craft [X] amount of enchanted rounds (I'd probably start with five per rest, since these are special rounds that have extra properties over already-complex base ammunition). Be prepared for the DM to adjust the formula over the course of play as you both discover what works and what doesn't, but this would be where I'd go if a player asked me if they could craft special ammo for their weapons. Whether that be a rifle, arrows, or whatever else. Obtain supplies - which may not be cheap or readily available - then use rest time to make small batches of the item in question. Easiest way to handle minor crafting, homebrew or otherwise, from what I've been able to experiment with.
I suggest asking for a Dragon Wing Bow. It is already designed as having versions for every bow & crossbow, so home-brewing a rifle version seems entirely reasonable.
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My character so far is rouge but I will have a rifle soon and I was thinking of subclassing to artificer, will that allow me to make runes that can apply ice dmg to my bullets?
Short answer is no. Longer answer is that your question actually hurt my brain but the multiclass isn't a terrible idea.
First is that it's spelled "Rogue" not "rouge", and in this edition it's called cold damage and not ice damage. Secondly there isn't any artificer options that let you make magical ammo by RAW. It IS useful though since there is an infusion that makes your rifle magical and creates it's own ammunition without you needing to reload it. There is also the spell Elemental Weapon which is unfortunately both a reasonably high level spell and awful at what it is meant to do. If you insisted on obtaining that spell somehow you would be better served going down Hexblade Warlock or Forge Domain Cleric for 5 levels, since it would take 9 levels of Artificer to reach it..
You could always just ask your DM about the idea of crafting them or paying an npc to do it for you. Good DMs tend to respond positively to when players communicate and ask for things like that.
As Minoke said, you’ll have to enchant a rifle with a custom frost-brand or something like that if you want to get exactly what you want. But if you multi class into Artificer you could take the Frostbite or Ray of Frost cantrip and flavor it as coming from ice bullets or a freeze ray, as long as the mechanical effects are the same.
if you went to 3rd level in Artificer you should consider Artillerist to get the additional cold spells down the line. And at 5th level, your cold damage cantrips get an additional d8 if cast through your arcane firearm.
The section on replicable items states an infusion can make an item on the list or: Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls. Caveats like this basically mean if the DM is fine with it, go for it. A bag of 10 or 20 ice bullets +1 should be fine for an infusion provided the DM feels they are appropriate to the campaign setting.
It's hard to come up with a good multiclass artificer because it's spell casting is so wonky with special focuses required and abilities being limited to artificer spells. The only thing really worth multi classing into artificer for is level 3 battle smith for intelligence to attack. My advice would be don't take artificer, take another class and simply get the tasha's gunner feat which gives you proficiency in fire arms. Artificer isn't particularly designed to use guns beyond it's proficiency and it's even worse for ice spells.
A warlock is probably the best option. You could go genie to get extra ice damage and stack blade infusions to get extra necrotic damage and attacks. You could also go hexblade gunner and combine it with sorcerer for more spell flexibility and bonus action spells when you shoot. Alternatively any mix of those.
If you are really set on artificer then you can go battle smith and wizard. Effectively you'd be a wizard with a pet and a magic sniper rifle you can fire and use a cantrip with.
Otherwise your dm is probably going to have to homebrew some spells or items to give you what you want
RAW? No.
Can you anyways? Maybe.
Talk to your DM before doing this; see if they'd be willing to let you use materials and downtime/rests to craft custom ammunition for your rifle. Xanathar's Guide has a framework you could borrow, wherein a character with proficiency with alchemist's supplies can obtain 'raw materials' worth 50gp/lb. Over the course of a long rest they're allowed to make one "alchemical item" (one dose of acid, alchemist’s fire, antitoxin, oil, perfume, or soap) and subtract half the gp cost of the created item from the value of the raw materials they're carrying.
You could with your DM's permission, attempt to do something similar. Establish a base cost for the enchanted ammunition you're hoping to be able to make, then acquire "reloading supplies" when in an area that lets you do so. over the course of a long rest, with your tinker's tools available, you could craft [X] amount of enchanted rounds (I'd probably start with five per rest, since these are special rounds that have extra properties over already-complex base ammunition). Be prepared for the DM to adjust the formula over the course of play as you both discover what works and what doesn't, but this would be where I'd go if a player asked me if they could craft special ammo for their weapons. Whether that be a rifle, arrows, or whatever else. Obtain supplies - which may not be cheap or readily available - then use rest time to make small batches of the item in question. Easiest way to handle minor crafting, homebrew or otherwise, from what I've been able to experiment with.
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I suggest asking for a Dragon Wing Bow. It is already designed as having versions for every bow & crossbow, so home-brewing a rifle version seems entirely reasonable.