This book contains information and the sigil sequences necessary to make specialized versions of the Artillerist's arcane firearm. When you finish a long rest, you can apply these sigils to your arcane firearm or change any number of sigils that may already be applied. The maximum number of sigils you can have applied at once is equal to your Intelligence modifier. All of the sigils applied to your arcane firearm must be different.
You can touch an applied sigil to activate it. Once activated, your arcane firearm or the Artificer spell you are casting through your arcane firearm gains the properties given by that sigil. You can activate multiple sigils at the same time. Once a sigil is used, it can not be activated again until you finish a long rest. As you gain Artificer levels, you are able to activate the sigils more frequently. The sigils can be used twice when you reach 9th-level and three times when you reach 15th-level before they need to recharge over a long rest.
Arcane Targeting: You can activate this sigil when you cast a spell that requires other creatures to make a saving throw. You can choose one creature to automatically succeed on their saving throw against the spell.
Camouflage: When you activate this sigil, your arcane firearm changes colors to match its surroundings. For the next hour, you can add your Intelligence modifier to any Dexterity (Stealth) checks that you have to make to keep your arcane firearm hidden.
Destructive Shot: You can activate this sigil before casting a spell that requires an attack roll. On a hit, the target's AC is reduced by 1 until the end of your next turn. A creature's AC can not be reduced by more than 1 by this effect.
Elemental Charge: When you activate this sigil, you can change the elemental properties of the spell you are casting. Until the end of your next turn, when you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can switch the damage type to any other one of these.
Marksman: When you activate this sigil, you are able to extend the range of your spells. Until the end of your next turn, when you cast a spell with a range of at least 5 feet, the range of the spell is doubled. If the spell has a range of touch, the range increases to 10 feet.
Overcharged: You can activate this sigil before you cast a spell that requires an attack roll. You have a -1 penalty to your attack roll. If the spell hits, the bonus damage gained from your arcane firearm increases from 1d8 to 1d12.
Shockwave: You can activate this sigil before you cast a spell that deals damage. The spell's range is reduced by 10 feet and every creature within 5 feet of you are pushed 10 feet away by a large shockwave created by the spell.
Silencer: When you activate this sigil, spells you cast do not make any sound at their origin and you do not need to perform the verbal components to cast them. This effect lasts for 1 minute.
Steady Aim: When you activate this sigil, your arcane firearm becomes easier to control. Until the end of your next turn, when you make a ranged spell attack roll, you no longer have disadvantage if the target is prone or if there is a hostile creature within 5 feet of you.
Quickdraw: You can activate this sigil when you make an initiative roll. You can add a bonus to your initiative score equal to your Intelligence modifier. If you choose to do this, on your first turn of combat, you must cast an Artificer cantrip through your arcane weapon before you do anything else on your turn.
Notes: 5th-level or higher Artillerist Specialist Artificer, Buff, Combat, Focus, Artificer
Comments