Base Class: Fighter
Markhanis is the capital of innovation and creativity. However, the Ash Walkers had a stroke of genius within the department of war. One night not long ago, a goblin engineer by the name of Darius Rezlo drew up blue prints for a new type of siege weapon. This wasn't just any siege weapon though. Darius had invented what is now called the Ballistola, a portable and highly modular siege cannon.
The Ash Walkers quickly outfitted soldiers with this new weapon to combat the incursion of fire giants in the Ashen Peaks. Over the next decade or so, the Ballistola slew many threats and saw the crumbling of giant fortifications surrounding that Eternal Furnace.
The Ballistola is now carried by Siegemasters. An elite and highly trained unit of Ash Walker. They are tasked with cutting down large threats in the peaks and have recently been sent under contract to help with larger than life problems across Valindris.
Weapons Expert
When you choose this archetype at 3rd level, you have begun to master the Ballistola. You have been issued a Ballistola from the Ash Walkers. You also gain proficiency with firearms (including your Ballistola) and Tinker's Tools, which you can use to upgrade, repair, and modify your weapon.
Additionally you can reload your Ballistola as a bonus action on your turn.
The statistics for a Ballistola are listed at the end of this archetype.
Ballistola Upgrades
At 3rd level, you have begun to tinker with your weapon. When you gain this feature, you receive two Ballistola Upgrades (see "Ballistola Upgrade Options" below). You gain an additional Ballistola Upgrade option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level.
Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier.
Behemoth's Bane
Starting at 7th level, you have become an expert at taking down large threats. You gain a +1 bonus to attack rolls for each size category above medium your target is.
Additionally, you can make opportunity attacks against Large or larger creatures that move further than 10 feet away from you using your Ballistola.
Demolitions Expert
At 15th level, you have mastered how to best lay siege to fortifications. When you deal damage to an object or structure, you deal two additional dice of weapon damage.
No Time to Bleed
At 15th level, you have learned how to treat your injuries while on the run. When you use the Second Wind feature, your movement doesn't provoke opportunity attacks until the end of your turn.
Masterwork Upgrade
At 18th level, you have come up with an idea to powerfully upgrade your weapon. Over the course of a 8 hour period, you work on your weapon and install one of the following Masterwork Upgrades.
- Heavy Rounds. Your weapon now deals 1d12 damage per attack instead of 1d10. It holds one fewer rounds though (Reload 3).
- Precision Barrel. Your weapon attacks score a critical hit on a roll of 18, 19, or 20.
- Arc Generator. You weapon generates ammunition. You no longer have to reload, but your misfire score increases by 3.
Only one Masterwork Upgrade can be installed to a Ballistola. If you receive a new Ballistola, you can install a new Masterwork Upgrade into that weapon.
Ballistola Upgrade List
Upgrades for the Ballistola.
Anchor Launcher
When you take the attack action on your turn, you can substitute one of the attacks for an Anchor Shot. This attack deals 1d6 piercing damage, and lodges a steel cord into the target that is tethered to the Anchor Launcher.
As long as a creature is tethered, it can move no further than 30 feet from you without making an opposed Strength check against you. On the creatures turn, it can use its action to attempt to dislodge the round by making a Strength check against your Siegemaster DC.
As a bonus action while a creature or object is tethered, you may fire the bolt holding the other end of the cord into the ground. The creature is now tethered to that point. You are able to make up to 2 of these during a long rest and can carry no more then 2.
Arcane Capacitor Mk. 1
Your Ballistola is considered a +1 magical weapon.
Bolas Launcher
When you take the attack action on your turn, you can substitute one of the attacks for a Bolas shot. If this attack hits, the target must make a Dexterity saving throw or be knocked prone.
Ionized Conductor
Once per turn when you attack, you deal an additional 1d6 lightning damage.
Levistus Module
As an action, you load a tank filled with arcane frost and launch it from your Ballistola. Each creature within a 15 foot cone in front of you must make a Constitution saving throw. A creature takes 4d8 cold damage on a failed save, or half as much on a successful one.
You may use this once before needing to recharge the module during a short or long rest.
Overloaded Wiring
As a bonus action, you are able to overload your Ionized Conductor for 1 minute. While it is overloaded, your attacks deal an additional 1d8 lightning damage. Once this effect ends, the Ionized Conductor overheats and stops functioning. It requires a DC 15 Tinker's Tools (dexterity) check and 30 minutes worth of work to repair.
You can also repair it with no Tinker's Tools check over a 3 hour period.
Quick Breakdown Lever
You can now make Tinker's Tools checks to repair your weapon as a bonus action.
Smoke Rounds
As an action, you can load and fire a smoke round at a point you can see within your weapons range.
This round copies the effect of a fog cloud spell.
You are able to make up to 3 of these during a long rest and can carry no more then 3
Stability Handle
You can use your bonus action to grant yourself advantage on the next attack you make before the start of your next turn.
Comments