Base Class: Artificer
Long
Huntsmans' Tools
3rd-level Huntsman feature
You gain proficiency with Crossbow, Hand and a Martial Weapon of your choice. You also gain proficiency with smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Huntsman Spells
3rd-level Huntsman feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Huntsman Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Huntsman Spells
| Artificer Level | Spell |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Trick Weapon
3rd-level Huntsman feature
Dreams of technology beyond what you know has led you to enhance your melee weapons beyond their normal capacity. During a long rest you can upgrade a melee weapon you are proficient with into a trick weapon, provided you have smith’s tools available. Only you are able to properly activate the mechanisms of your Trick Weapons. They act as the base weapon when used by anyone except for yourself or another Huntsman.
A Trick Weapon swaps between two forms quickly to allow it's wielder to adapt to any hunt.
- If your trick weapon is normally a one-handed weapon it gains a two-handed form, and vice versa. For example, a short sword can transform into a two handed weapon, or a Greataxe can transform into a one-handed weapon.
- If transforming a two-handed weapon into a one-handed weapon the weapon's damage die size steps down, eg. a Greataxe's d12 becomes a d10 when one-handed, and a one-handed weapon transforming into a two-handed weapon the weapon's damage die size steps up, eg. a Shortsword's d6 becomes a d8 when two-handed.
- You can swap the Trick Weapon's form using a bonus action.
- You can the Trick Weapon as a spellcasting focus for your Artificer spells.
- Your Trick Weapons can be the target of your Infusions.
Trick Weapons can be made from any weapon however creating a Trick Weapon will affect certain weapon properties:
- A Heavy weapon loses it's Heavy property when turned into a Trick Weapon.
- A Light weapon loses it's Light property when turned into a Trick Weapon
- A Finesse weapon maintains it's Finesse property only when in it's one-handed Trick Weapon Form.
- Versatile weapons treat their Versatile die as their one-handed die when turned into a Trick Weapon.
- A weapon with Reach loses it's Reach property when one handed.
- Whips and weapons with the Special property cannot be turned into a Trick Weapon.
You can have up to two Trick Weapons built at any time and can change what weapon you use as a base for one of your Trick Weapons on a Long Rest.
Countershot
3rd-level Huntsman feature
When a creature that you can see within 10 feet of you makes an attack against you, you can use your reaction to shoot a ranged weapon with the light property as a distraction. This expends one usage of the weapons ammunition. Roll damage and subtract the number rolled from the creature’s attack roll, this does not damage the creature.
You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack hits.
On a 6 or above the creature is stunned until the beginning of their next turn or until attacked. The creature is immune if it is immune to piercing damage from non-magical weapons.
You can do this a number of times equal to your proficiency bonus and regain these uses on a Long Rest.
At 7th Level Countershot uses are regained on a short rest.
Huntsmans' Instinct
5th-level Huntsman feature
Your connection to your Trick Weapon has grown and as such your combative abilities with it are more pronounced.
When dealing damage to a creature that damaged you since your last turn you regain Hit Points equal to half the roll of your Trick Weapon's damage die.
When one-handing your Trick Weapon you can make two attacks when taking the attack action.
When two-handing your Trick Weapon your weapon attacks score a critical hit on a roll of 19 or 20.
Evasion
9th-level Huntsman feature
At 9th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Gem Infusion
15th-level Huntsman feature
You learn how to more thoroughly infuse your hunting weapons.
Choose a light, one-handed, ranged weapon you are proficient with. That weapon can have two infusions applied at the same time.
Your Trick Weapons can now have three infusions applied at the same time. In addition, the maximum number of items you can infuse at once increases by 2, but both extra infusions must be used for at least one of your Trick Weapons.
Master of Tricks
15th-level Huntsman feature
You have mastered the art of Trick Weapons and can now build them to be used by creatures other than yourself.
While choosing your Infused Items for the day you can spend one of your Infused Item uses to turn a third melee weapon into a Trick Weapon using the same rules listed in the Trick Weapon Feature. This Trick Weapon can be wielded by creatures other than you so long as they are proficient with the base weapon it was built from.
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Posted May 19, 2024forgot to remove the granted spells from the original one i was basing this from. Please ignore them