Artificer
Base Class: Artificer

I make guns...I shoot guns...but most importantly, I kill with guns.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with an artisan's tools of your choice.

 
Alchemist’s supplies

 

 

Brewer’s supplies

 

 

Calligrapher's Supplies

 

 

Carpenter’s tools

 

 

Cartographer’s tools

 

 

Cobbler’s tools

 

 

Cook’s utensils

 

 

Glassblower’s tools

 

 

Jeweler’s tools

 

 

Leatherworker’s tools

 

 

Mason’s tools

 

 

Painter’s supplies

 

 

Potter’s tools

 

 

Smith’s tools

 

 

Tinker’s tools

 

 

Weaver’s tools

 

 

Woodcarver’s tools

 

 

Arcane Gunsmith Spells

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

Artificer Level Spell
3rd fog cloudthunderwave
6th branding smiteshatter
9th blink, fireball
13th dimension door, greater invisibility
17th wall of force, steel wind strike

W4R-M0N-G3R Kinetic Cannon

You forge a deadly firearm using a combination of arcane magic and engineering. This firearm is called a W4R-M0N-G3R Kinetic Cannon. It is a ferocious weapon that fires ironwood rods that can punch through armor with ease. You are proficient with the W4R-M0N-G3R Kinetic Cannon. It is a two-handed ranged weapon that deals 2d6 piercing damage at a normal range of 150 feet and a maximum range of 500 feet. Once fired, it must be reloaded as a bonus action. The W4R-M0N-G3R Kinetic Cannon is considered a magical weapon for the purposes of overcoming resistances to nonmagical attacks. In addition, you can:

  • You can use your INT modifier when attacking with this firearm instead of your DEX modifier. 
  • You learn how to augment your firearms with magic. Select two augmentations from the choices below. You may select one additional augmentations at 9th level

If you lose your W4R-M0N-G3R Kinetic Cannon, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials. 

Along with the W4R-M0N-G3R Kinetic Cannon, you also create an arcane magazine - a leather bag used to carry your tools and ammunition and includes ironwood rods, and other materials to keep the weapon functioning. At the end of a long rest, you can magically produce 40 rounds of ammunition with your arcane magazine, or 10 rounds at the end of a short rest. If you lose your arcane magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials.

 
Augment: Close-Range Barrel

You do not suffer disadvantage from making ranged attacks within 5 feet of a creature. 

 

Augment: Fragmentation Round

The cannon's range is reduced to 30/90 feet. As an Action, you can target one creature and any additional creatures with 5 feet of it. Make a single attack roll. Any creatures that would be hit take damage from your cannon.

 

Augment: Heavy Ammunition

The cannon deals an additional 1 damage.

Augment: Improved Targeting Sensors

Add +1 to the attack rolls made with the cannon

 

Augment: Long-Range Barrel

You do not take disadvantage from firing at long-range with the cannon.

 

Augment: Noise Suppressor

Firing the cannon does not produce a sound.

 

Augment: Quick Shot

You may use your reaction to attack with your cannon when an enemy provokes an attack of opportunity.

Augment: Toxic Rod

Whenever you deal damage with the cannon, the target must make a CON save of DC 15 or be poisoned.

 

Augment: Trajectory Correction

Once per round, when you miss on an attack roll, you may reroll the attack die. You must use that new roll

 

Augment: Variable Weapon

Choose Fire, Thunder, or Cold.

Firearms now deal damage of that type instead of piercing damage. You may change this type during a short rest.

Arcane Armament

You learn to channel magical energy into your attacks:

  • Your attacks with the cannon deals an additional 1d6 thunder damage on a hit. This extra damage increases by 1d6 when you reach certain levels in this class: 9th level (2d6), 13th level (3d6), and 17th level (4d6)
  • You can attack twice, rather than once, whenever you take the Attack action on your turn, but one of the attacks must be made with a magical weapon.

Overcharge

You can shoot a hypersonic rod through your W4R-M0N-G3R Kinetic Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you cause the weapon to fire a hypersonic rod that is 5 feet wide and 30 feet long. Each creature in that area must make a Dexterity saving throw. On a failed save, a target takes 4d6 fire damage. This damage increases to 5d6 when you reach 13th level in this class, and 6d6 when you reach 17th level.

 

Explosive Round

You can channel fiery energy into your W4R-M0N-G3R Kinetic Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you launch an explosive round from the cannon. The round detonates in a 30-foot radius sphere at a point within range. Each creature in that area must make a Dexterity saving throw. A target takes 4d8 fire damage on a failed save, or half as much damage on a successful one. This damage increases to 6d8 when you reach 19th level in this class.

 

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