Base Class: Artificer
The Weapon Smith is a user of conjuration magic, turning them into masters on the battle field, and giving them a tool box of abilities.
Workshop
As an action, you can magically vanish and enter the workshop. When you do, you can choose a number of creatures equal to your proficiency bonus within 30 feet of you, and take them with you into the workshop. The interior of the workshop is a 20 foot cube. You can exit the workshop using a bonus action, and when you do you appear in an unoccupied space nearest to where you entered, or within 10 feet of a willing creature who saw you enter. Any creatures other than you can leave on their own as a bonus action, if you use a bonus action to eject them, or if you leave. Any objects left in the workshop remain there until carried out, or until you summon them. Ability checks you make inside your workshop that include a tool proficiency has advantage. Once you enter the workshop, you can't enter again until you finish a long rest, or you expend a spell slot to do so.
While outside the workshop, you can touch a Small or smaller item and store it in the workshop as a bonus action. You can summon any item in the workshop to your empty hand as a bonus action. You can also use a bonus action to store an item you are holding in the workshop, and summon an item to it’s place, effectively switching them.
Armory
When you summon an armory weapon that you are not attuned to, you attune to it instantly. If you would not be able to attune to it, you cannot not summon it. You cannot use an armory weapon to attack unless you are attuned to it. You can spend an uninterrupted 10 minutes concentrating to become unattuned to all the armory weapons you are attuned to, or you can do this as an action in your workshop.
The damage of the armory weapons increases by the damage listed in the chart below at levels 5, 9, and 15. When you attack with an armory weapon, you use the armory attack modifier. The DC of saving throws associated with armory weapon attacks is based on the armory attack modifier.
Armory save DC = Armory attack modifier + 8
Armory attack modifier = Twice your proficiency
bonus + your Intelligence modifier
Only you can make attacks with the armory weapons, attempts by other creatures to do so will automatically fail. If an armory weapon travels more than 100 feet from you, or more than 24 hours outside the workshop, it reappears in the workshop. Below is a list of your armory weapons:
Armory Weapons |
Damage |
Properties |
Revolver |
1d12 |
Light, range 90/300, special |
Flamethrower |
2d6, 1d6 |
Two-handed, special |
Musket |
1d12 |
Two-handed, range 120/480, special |
Frost-thrower |
2d6 |
Two-handed, special |
Flintlock |
— |
Light, range 90/300, special |
Shotgun |
1d8, 1d4 |
Special |
Rifle |
2d12 |
Two-handed, range 200/500/1000, special |
Rapier |
1d10 |
Reach |
Dagger |
1d6 |
Light, thrown 30/60, special |
Grappling Hook |
— |
Range 30/60, special |
Hand Cannon |
2d12 |
Heavy, two-handed, special |
Spore-thrower |
1d4 |
Two-handed, special |
Shield Of Necessity |
— |
Heavy, special |
Revolver. You do not need to attune to this armory weapon to attack with it. When you use your action to attack with an armory weapon, you can use a bonus to take the attack action with this weapon. Additionally, before any turns have been taken in combat, you can use a bonus action to summon the Revolver into an empty hand and use it to make one attack with it as part of same bonus action.
Flamethrower. When you attack with the Flamethrower, it spits fire in a 15 foot cone. Every creature with in the cone must succeed a Dexterity saving throw or take 2d6 fire damage, and are on fire. Creatures that succeed take half damage. Creatures who are on fire take 1d6 fire damage at the start of each of their turns until the fire is put out.
Musket. The Musket has a bayonet, meaning any attack using it can be a ranged attack or a melee attack.
Frost-thrower. When you attack with the Frost-thrower, it exhales ice in a 15 foot cone. Every creature with in the cone must make a Constitution saving throw, or take 2d6 cold damage, or half as much on a successful save. Any creature that takes damage form this attack has their speed halved until the end of your next turn.
Flintlock. On a hit, the Flintlock heals creatures for 1d8 plus your Arsenal attack modifier. A creature that gains hit points this way cannot gain them this way again until they take a short or long rest.
Shotgun. When you attack with the Shotgun, it fires projectiles in a 15 foot cone. Every creature within the cone must make a Dexterity saving throw or take 1d10 piercing damage, or half as much on a successful save. Creatures who take damage from this attack take 1d4 piercing damage at the beginning of each of their turns until they are healed for at last 1 hit point. Humanoids are vulnerable to the damage dealt by this weapon, and they cannot be resistant or immune.
Rifle. The Rifle has a short range of 200 feet, within which attacks have disadvantage. As long as you know where the target is, attacks with this weapon ignore all cover.
Dagger. You do not need to attune to this armory weapon to attack with it. The Dagger can be summoned or switched as a free action, and thrown as a bonus action.
Grappling Hook. When you attack with the Grappling Hook, a chain with a grappling hook is shot forth, hooking onto the the target on a hit. If the target is Large or smaller, it must succeed a Strength saving throw, or be pulled to 10 feet from you. If the target is Huge or larger, you can instead pull yourself to any distance within 10 feet of it.
Hand Cannon. When you attack with the Hand Cannon, it fires a cannon ball in a 20 foot line. Creatures in the line must succeed Dexterity saving throws or take 2d12 force damage and be knocked prone.
Spore-thrower. When you attack with the Spore-thrower, it shoots spores in a 10 foot cone. Creatures within the cone must succeed a Constitution saving throw, or take 1d4 poison damage and become poisoned for the next minute.
Shield Of Necessity. The Shield Of Necessity can be summoned as a reaction, and can be summoned to the hand of a willing creature within 30 feet of you.
Repeating Attacks
When you take the attack action with an armory weapon, you can attack twice instead of once.
Quick Creation
As an action, you can create a melee or ranged weapon, when you do it appears in a free hand. It can appear however you like, and it can have a number of properties of your choice equal to your proficiency. You choose which properties it has when you create. This weapon lasts 1 hour, or you can use a bonus action to dismiss to your armory, making it permanent.
Master Craftsmen
You gain a +2 bonus to attack and damage rolls made with any weapon. If you weapon is magical, you instead gain a +4 bonus. Additionally, when you are hit by an attack made with a weapon, you gain a bonus to your AC equal to your proficiency bonus.
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