Artificer
Base Class: Artificer

TBD

Tool Proficiency

3rd-level Operative feature

You gain proficiency with thieves' tools. You gain proficiency with one type of artisan’s tools of your choice.

Operative Spells

3rd-level Operative feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Operative Spells table. These spells count as artificer spells for you, but they don’t count against the number of Artificer spells you prepare.

Operative Spells

Artificer Level Spell

3rd

shield, Illusory Script

5th

Pass without Trace, Mirror Image

9th

Counterspell, Galder's Tower

13th

Greater Invisibility, Vitriolic Sphere

17th

Seeming, Modify Memory

Ensorcelled Firearm

3rd-level Operative feature

You've learned how to create a magical firearm. Using woodcarver’s tools or smith’s tools, you are able to craft an Ensorcelled Firearm. This weapon has a range of 30/120, has the light property, and may function as an Arcane Focus for you. It deals 1d8 damage on a hit and uses your Dexterity modifier. The damage type varies and is described in the following section. This is a magical object.

You can take an action to reconfigure the Ensorcelled Firearm with three different attachments. Each attachment has enough stored arcane energy for 1 hour of use. The damage type of your Ensorcelled firearm matches the damage type described in the Effect column of the Configurations Table.

Once you reconfigure the firearm, you can’t do so again until you finish a long rest or until you expend a spell slot to recharge the power cell used in your attachments. You can have only one attachment active at a time. You may use the following configurations for your Ensorcelled Firearm:

Configurations

Attachment Effect

Caustic Pistol

This configuration has a range of 30/120 with the light property. As a bonus action, you fire a 15 foot cone of vitriolic gas. All creatures within the cone must make a Dexterity saving throw versus your spell save DC - taking 1d8 acid damage and reducing their AC by 1 until the end of their next turn. They take half half as much damage on a successful save and do not reduce their AC. The default damage of the Ensorcelled Firearm changes to Acid.

Electroconvulsive Rifle

This configuration has a range of 100/400 with the heavy and two-handed properties (it loses the light property). As a bonus action, you charge the rifle with arcane power. The next time you hit a creature with an attack action using your Ensorcelled Firearm, the target takes an additional 1d8 damage. As part of the attack action, you may expend a 1st level spell slot to make an attack roll against up to two other creatures within 15 feet of the original target. Upon a hit, they take the same total damage as the original target as the lightning arcs to the additional creatures. The default damage of the Ensorcelled Firearm changes to Lightning.

Invigorating Rifle

This configuration has a range of 80/320 with the two-handed property (it loses the light property). As a bonus action, you propel a canister of positive energy at a point you can see within 60 feet. All creatures of your choice within 10 feet of the chosen point are granted a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1). The default damage of the Ensorcelled Firearm changes to Fire.

Arcane Firearm

5th-level Artillerist feature

You can use your ensorcelled firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell’s damage rolls equal to the number rolled.

Empowered Firearm

9th-level Artillerist feature

Your ensorcelled firearm is more potent. The firearm's 1d8 rolls, including all of its attachments, increase to 2d8.

Additionally, as an action, you can eject the power cell of your firearm at a point you can see within 60 feet. Doing so powers down the current configuration and forces each creature within 20 feet of the ejected power cell it to make a Dexterity saving throw against your spell save DC, taking 4d8 thunder damage on a failed save or half as much damage on a successful one. You cannot eject the power cell of your firearm without an active configuration. 

Masterpiece

15th-level Artillerist feature

You’ve completed your masterpiece: the final version of your ensorcelled firearm and its various attachments:

  • You and your allies have half cover while within 10 feet of you while you have an active attachment, as a result of a shimmering field of magical protection that the firearm emits.
  • Your ensorcelled firearm's attachments have been permanently overcharged. The 1d8 rolls of all of your attachments, but not the base damage of your firearm, increase to 3d8.

Comments

Posts Quoted:
Reply
Clear All Quotes