Artificer
Base Class: Artificer

This is a mixture of the Artillerist Subclass of the Artificer and the CR: Gunslinger Subclass of the Fighter. Where you use magic to imbue your weapons with powers they really aren't capable of. The abilities that are needed to be successful with this class are 1) Intelligence and 2) Dexterity to increase movement speed and ultimately Precision Hits. A key component of this subclass is imbuing your Cantrip abilities along with your Bullet Damage to devastate your foes. In your inventory you will find 3 magical items: a Magnum Grip Handle, a single barrel of a Shotgun, and the Stock + Grip of a Ranged Rifle. 

Tool Proficiency

3rd-level Gunsmith feature

You gain proficiency with navigator's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Hextech Gunsmith Spells

3rd-level Gunsmith feature

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

Hextech Gunsmith Spells

Hextech Gunsmith Level Spell

3rd

Absorb Elements/Detect Evil and Good/Chill Touch/Fire Bolt

6th

Bane/Ray of Enfeeblement/Poison Spray/Ray of Frost

 9th

 Blight/Tongues/Eldritch Blast/Shocking Grasp

 17th

 Hallow/Hold Monster/Guiding Bolt
 

Hextech Engineer

Hextech Engineer: At 3rd Level you gain the ability to create Phantasmal firearms that can only be handled by you and you alone, you MUST have a part of the intended weapon to summon the Hextech version of it (i.e. Shotgun Barrell, Musket Stock, Pistol Bullet Chamber, etc...) They deal 1d8/1d10 magical piercing/slashing damage unless a Cantrip is used in tandem with the Hextech Weaponry. The moment the weapon is touched by another, it is as if their hand passed through smoke. You are proficient in these firearms, but, it does not assist you in becoming proficient with physical firearms. There is no need for physical repairs or tinkering, as these firearms are made of Hexmagic. They are only available in combat, they cannot be summoned outside of combat. There is a chance of misfiring, as they use your Mana and Cantrips to damage your foes. You also have no need for Gunpowder or Physical Bullets. You can choose to change your firearm type at dawn after completing a Long Rest (This feature changes at levels 9, 14, and 18 respectively).The weapon types available to you are as follows: Magnum Handgunner 1d8 (30ft/60ft), Combat Shotgunner 1d10 (10ft/30ft), Combat Rifleman 1d8 (120ft/200ft).

Hextech Misfire

Hextech Firearm Properties - Hextech Misfire: When a natural 1 or 2 is rolled when firing a Hextech Firearm, one of three options occurs (roll a d4, if it lands on 4 it is DMs choice):

1) You misfire and deal 1d8 magical damage to yourself and anyone standing within 5 feet of you. You MUST spend your next Action to re-summon your weapon. You cannot attack the same turn a weapon is summoned.

2) You misfire, and, the recoil makes you suffer 1d6 magical bludgeoning damage.

3) You misfire and your gun is unable to fire again, unless, you spend your next Bonus Action to magically repair it.

Cantrip Shot DC: Whenever you imbue your chosen Cantrip damage into your Hextech Weapon damage, and it requires a save, the save DC is 8 + Proficiency Bonus + Intelligence Mod.

Arcane Infusion

5th-level Hextech Gunsmith feature

Starting at 5th Level, you may infuse a Cantrip into your next shot with your Hextech Weapon using a Bonus Action. If that Cantrip requires a save, the save still has to be rolled by the opposing creature before it takes full or 1/2 damage of the Cantrip damage. There are 3 charges for this ability starting at 5th level, with 2 more at the 9th, 14th and 3 more at 19th level for a total of 10.

Hextech Accidental Grenade

9th-level Hextech Gunsmith feature

 Starting at 9th Level, when you proc Hextech Misfire, you are caught by surprise and your next shot turns into a Ball of Magical Energy (i.e Grenade). You HAVE to throw the Magical Grenade up to 20 ft away from you, for you to not receive damage. At the center of the Impact of the Grenade, it affects anything within a 15ft radius (including allies), and all that are hit must make a Strength Saving Throw or take the full explosion and all that happens with it. The affected creatures take the Full Brunt of the Magical Damage (1d8 or 1d10 + any Cantrip Damage Dice, if one was used), and an Extra 2d10 Force Damage and be pushed back 10 feet. 

Note: Once you use this ability you gain a level of Exhaustion, this ability can only be used once per day, and resets at Dawn, at level 18 you gain 2 more charges and the amount of d10 Force damage increases by 6.

Hextech Weaponeer

Hextech Weaponeer: Starting at 18th Level, you may change your Hextech Weaponry at will.

Magicka Bullet Frenzy

Magicka Bullet Frenzy: - At 20th Level you gain the following ability per Long Rest:

You instead use your Action to create a Hextech Gatling Gun to aid in your battle. For as long as the Gatling Gun is present you have 0 Movement Speed, and you CANNOT move the Gun from its current position, but, when you shoot, you create a 30ft Cone, and anyone within the Cone takes 6d10 Magical Piercing Damage, if you choose to imbue a Cantrip Spell into your Gatling Gun you must do so before your initial attack, and must use an Action to do so. After it is fired, you must take your next Action to Magically Reload and Aim the Weapon. You need to Re-Roll and Hit the intended target, if you miss, you must spend your next Bonus Action to Magically Tinker with the Weapon. This weapon Lasts until the Creature is at 1/3 of it's Total HP (or at the DM's Discretion). You cannot use this Feature again until you finish a Long Rest.

 

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