Artificer
Base Class: Artificer

A Vulcan is an individual excels in the utilization of the arcane energy in a precise and destructive way. Using their own magical energy they power an arsenal of advanced technology that can put ruin to the most fierce of foes. They strive to tweak, improve and modify in the most effective ways, with a maddening passion to produce machines of death.

Vulcan Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Arcane Arsenal

Starting at 3rd level you have learned to create The Vulcan Arcane Cannons or VAC for short, a multi facilitated weapon able to transform into three different forms and adapt to you needs powered by your very own Arcane Battery.

Once you create a VAC, you can’t do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one VAC at a time and can’t create one while your VAC is present.

The VAC is a magical object.  You can use a bonus action to change VAC formation. You can dismiss it early as an action. Firing the VAC costs 1 charge from your Arcane Battery.

The VAC siphons off your own arcane capacities, which is why the VAC is accompanied by an Arcane Battery. The Arcane Battery has two charges that can be refilled by you casting a spell on your Arcane Battery. The charges gained are equal to spell slot expended. The Arcane Battery fully refills after a Long Rest. Your Arcane Battery has an AC of 18 and HP equal to five times your artificer level. If your Arcane battery is destroyed it deals 1d8 damage to you for every charge left within the Arcane Battery. You can spend a Long Rest to fully repair your Arcane Battery.

VAC Formations


Arcane Chain Reactor  The VAC takes the form of a sluggish multi barrel rapid fire chain gun. The Arcane Chain Reactor fires a shower of arcane energy that suppresses a 15 foot cone you choose until the start of your next turn. Each creature in that area must make a Dexterity saving throw against your spell save DC taking 2d8 force damage on a failed save or half as much damage on a successful one. While The Arcane Chain Reactor is active your movement is reduced by 10ft. Consumes one charge of Arcane Battery.

Arcane Condenser The VAC takes the form of a accurate long barreled rifle. The Arcane Condenser requires time to charge, but with a large pay off. The Arcane Condenser takes a round and all of your movement to charge, and an action to make a ranged spell attack up to 120ft away. On hit the Arcane Condenser deals 6d8 force damage, if the target is a creature, gets pushed back 5ft and must make a Dexterity Saving Throw equal to your Spell Save DC or be knocked prone. Consumes one Charge of Arcane Battery.

Arcane Dual Discharge The VAC takes the form of two small hand sized pistols. The Arcane Dual Discharge allows you to take an action to make two ranged spell attacks each dealing 1d8 force damage on a hit. If you take the attack action while wielding The Arcane Dual Discharge, you can use a bonus action to make one ranged spell attack. Consumes one charge of Arcane Battery.

 Arcane Linear Cannon The VAC takes the form of a large single barreled cannon. The Arcane Linear Cannon fires a massive blast of energy that goes in a 5ft line up to 40ft from you. All creatures in that line must make Dexterity Saving Throw equal to your Spell Save DC or take 2d8 on a failed save or half as much on a successful one. The Arcane Linear Cannon can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.The Arcane Linear Cannon reduces movement speed by 10ft. Consumes one charge of Arcane Battery. (Earned at level 5)

Arcane Diffusion The VAC takes the form of a double barreled rifle. The Arcane Diffusion costs either a action or bonus action to make a ranged spell attack at a target within 15ft, on hit the creature takes 3d8 force damage and must make a Strength Saving Throw or be pushed back 10 feet. (Earned at level 9)

Arcane Evacuation The VAC takes the form of a shoulder mounted narrow tube. The Arcane Evacuation expends all charges left within your Arcane Battery, firing a projectile of pure magical energy up to 150ft away from you detonating in a 20-foot-radius. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 3d8 force damage damage on a failed save, or half as much damage on a successful one. Damage increases by 2d8 for every charge expended. (Earned at level 15)

Arcane Battery

The Arcane Battery has two charges that can be refilled by you casting a spell on your Arcane Battery. The charges gained are equal to level of spell slot expended. The Arcane Battery fully refills after a Long Rest. Your Arcane Battery has an AC of 18 and HP equal to five times your artificer level. If your Arcane battery is destroyed it deals 1d8 damage to you for every charge left within the Arcane Battery. You can spend a Long Rest to fully repair your Arcane Battery.

Inspiration Strikes

Starting at 5th level, you learn another method of improving your Arcane Battery.

Your Arcane Battery holds an additional 2 charges

You also discover VAC Formation  Arcane Linear Cannon: The VAC takes the form of a large single barreled cannon. The Arcane Linear Cannon fires a massive blast of energy that goes in a 5ft line up to 40ft from you. All creatures in that line must make Dexterity Saving Throw equal to your Spell Save DC or take 2d8 on a failed save or half as much on a successful one. The Arcane Linear Cannon can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.The Arcane Linear Cannon reduces movement speed by 10ft. Consumes one charge of Arcane Battery.

Improved Coils

At 9th level, you make a break through with your VAC, finding a more effective way of operating your system.

The damage you deal with VAC weapons is increased by 1d8.

The collection of magical energy in the atmosphere has become more efficient adding 2 more charges to your Arcane Battery.

You learn VAC formation Arcane Diffusion: The VAC takes the form of a double barreled rifle. The Arcane Diffusion costs either a action or bonus action to make a ranged spell attack at a target within 15ft, on hit the creature takes 2d8 force damage and must make a Strength Saving Throw or be pushed back 10 feet.

 

War Time Imagination

Starting at 15th level, your technology improves at a rate unparalleled.

Your Arcane Battery now holds an additional 2 charges.

With your maddening ingenuity you discover the final VAC formation. VAC formation Arcane Evacuation: The VAC takes the form of a long shoulder mounted narrow tube. The Arcane Evacuation expends all charges left within your Arcane Battery, firing a projectile of pure magical energy up to 150ft away from you detonating in a 20-foot-radius. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 2d8 force damage damage on a failed save, or half as much damage on a successful one. Damage increases by 2d8 for every charge expended.

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6/10/2024 3:26:25 AM
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