Base Class: Artificer
Artificers have spent years researching and perfecting the implementation of the weave into objects: often with extraordinary results. However, with that power to create objects of extreme power--comes the temptation to make those capable of destruction on a truly glorious scale. There are beings out there that want to encourage such destructive potential, whether through face-to-face interaction--or more subtle whisperings.
Knowingly or not, you have come under the purview of one such being and have been granted destructive potential that allows you to create and use firearms that are eldritch in nature.
Tools of the Trade
When you adopt this specialization at 3rd level, you 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.
Artillerist Spells
3rd-level Artillerist feature
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.
Artillerist 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 |
Eldritch Firearms
3rd-level Eldritch Gunsmith feature
At 3rd level, with access to your eldritch blessing you create a vessel that capable of the destruction you desire. This vessel is called an Eldritch firearm, and is a hodgepodge combination of engineering and eldritch creation.
- You gain proficiency with firearms
- When you attack with a firearm, you can use your Intelligence modifier, instead of Dexterity modifier, for the attack and damage rolls.
- You can use your eldritch firearm as a spellcasting focus.
You can create one eldritch firearm at a time at 3rd level, and can create a second one at 7th level. This firearm uses the stats of Exandria firearms and can be any firearm that lacks the two handed property. The construction process requires you to make a Tinker's Tools check DC equal to or above the 13 + the weapon's misfire score. This construction ritual creates a magical bond to your Eldritch Firearm--if it is on the same plane of existence--you can summon a firearm as a bonus action on your turn, causing it to teleport instantly to your hand.
Your can graft your arcane firearm with an eldritch blessing. Construction requires the consumption of 2 lbs or 100 coins of a metal listed in the table below. Conduits with an activated blessing do an additional 1d8 damage (this increases to 2d8 at 7th, 3d8 at 11th, and 4d8 at 15th) of a type determined by the metal used in its construction. Once activated, the effect of a blessing lasts until you finish a short or long rest. When you activate a blessing, you take necrotic damage equal to one roll of your hit die. This damage can’t be reduced in any way.
Each firearm can only hold one blessing at a time.
| Material | Blessing Damage |
|---|---|
| Silver | Fire Damage |
| Gold | Lightning Damage |
| Electrum | Necrotic Damage |
| Platinum | Force Damage |
Extra Attack
5th-level Eldritch Gunsmith feature
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Eldritch Ammunition
9th-level Eldritch Gunsmith feature
Every one of your arcane firearms gain the benefits of the Repeating Shot infusion
- This does not count against the number of infusions you can have active or the number of infusions known
Overload
15th-level Artillerist feature
You've become a master of rapid firing your firearms. You unload up to 6 shots that must be fired at enemies within the normal range of your weapon. Each enemy must make a dexterity saving throw against you spell save DC taking full weapon and Eldritch blessing damage on a failure, half on a success. Your weapon is automatically counted as having misfired and the tinker tools DC to repair it goes up by 2. You must take a short or a long rest before using this ability again.
Previous Versions
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7/27/2022 6:58:23 PM
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7/27/2022 7:07:59 PM
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Coming Soon
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