Base Class: Artificer
Though well spent time and dedication, you have have developed a weapon which can face any adversity, be that from a distance or up close and personal, the firearm. This weapon can be quickly disassembled and rebuilt in the heat of moment to fit the predicament you have been put in, from its simple but deadly Handgun form, into its long ranged cousin, the Precision Rifle, or the crowd controller; the Scatter Cannon.
With these three different forms, your firearm and your practice with them will show your foes what real fire powers means.
Tool Proficiency
3rd-level Highwayman feature
You gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Highwayman Spells
3rd-level Highwayman feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Highwayman Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Battle Smith 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 |
Gunsmith
3rd-level Highwayman feature
Beginning at 3rd level, your gun-smithing has led you to making a multifaceted weapon, fit for all situations; with the right attachments.
You firearm, regardless of attachments, grants you the following benefits:
- Any weapon attack you do with your firearm uses your Intelligence modifier for attack and damage rolls, and gain proficiency with it.
- Your firearm count as a spellcasting focus for your artificer spells.
- If your firearms call for a saving throw, it uses your Spellcasting DC.
- Any Infusions used on the firearm carries over to the different attachments.
- You ignore the loading propriety for your firearm.
The base form of your firearm is called Handgun, described below, as a bonus action you can attach one of its two attachments, Precision Rifle or Scatter Cannon. You can only have one attachments at once, if you switch to the other, or back to its base form, it loses that attachment variant.
Firearm Attachments
3rd-level Highwayman feature
Handgun:
This firearm takes the form of a pistol. It is considered da Simple Ranged Weapon, with a range of 30ft./90ft., dealing 1d10 piercing damage on hit. This firearm has the Light property.
Quickshot: On your turn, if you make an attack with the Handgun and have advantage on the attack roll, you can choose to forgo the advantage to instead make an additional attack as a Bonus Action.
Precision Rifle:
This firearm takes the form of a sniper. It is considered a Martial ranged Weapon, with a range of 150ft./600ft., dealing 1d12 piercing damage on hit. This firearm has the Two-handed property.
Headshot: The Precision Rifle crits on 19 and 20. If any creature stands within 10 feet directly behind the initial target, you can make an additional attack roll against that creature with disadvantage.
Scatter Cannon:
This firearm takes the form of a shotgun. It is considered a Martial Ranged Weapon, with a range of 15ft./40ft., dealing scaling damage depending on the distance of the target from you. 15 feet away, 1d6 piercing damage; 10 feet away, 2d6 piercing damage; 5 feet away, 3d6 piercing damage. You do not have disadvantage firing this weapon in melee range with an enemy.
Collateral Damage: As an action, you can force every creature within a 15 foot cone originating from your firearm to make a Dexterity saving throw. A target takes the weapon's normal damage on a failed save, or half as much on a success; depending on the target's distance from your firearm. Additionally, you may move 5 feet in any direction you choose as part of this action, with target's failing the Dexterity saving throw being unable to make an attack of opportunity against you.
Extra Attack
5th-level Highwayman feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Advanced Munitions
9th-level Highwayman feature
Upon reaching 6th level, you gain further abilities for each form of your three primary weapons, as you continued use of the firearms expanded your knowledge of their capabilities.
Crackshot: Your quick reactions is now only rivaled by your willingness to pull the trigger before an enemy. If you are wielding the Handgun when combat begins, you gain the following bonus effects: You cannot be surprised, you may add your Intelligence modifier to your initiative rolls, and any attacks against a creature who has not yet acted in combat has advantage.
Marksman’s Patience: Your instinct informs the necessary patience you know you must uphold to find the perfect shot when it counts. If you take the Attack action on your turn with the Precision Rifle, instead of making a second attack using the Extra Attack feature, you can choose to declare your intent to prepare a Readied Action instead. If your Readied Action triggers, you gain the following benefits to the shot: The Precision Rifle scores a Critical Hit on an 18 to 20 and you do not suffer disadvantage on the shot towards the second creature behind the initial target
Stopping Power: Your force of will extends through and beyond the barrel of your firearms. Your Scatter Cannon gains the Siege Weapon trait, dealing double damage to objects and structures. Additionally, you gain the ability to halt an approaching enemy in its path towards you. Whenever a creature attempts to move into an adjacent square to you, you may use your reaction to make an attack of opportunity with the Scatter Cannon. If the attack hits, the target takes normal weapon damage and has their remaining speed this turn reduced to 0.
Chambered Chaos
15th-level Highwayman feature
At 15th level, your elegant use of the minute abilities of your firearms allows you to push each form to their limit, gaining a new set of abilities for each form.
Fan the Hammer: If you attack two different creatures with your Handgun when you take the Attack action on your turn, you can make one additional Handgun attack. If you target a third creature with this extra attack, you may make it with advantage.
Deadeye: As an action on your turn, you can fire a shot from your Precision Rifle in a straight line in any direction originating from you. The shot flies in a straight line up to 600 feet, or until it strikes a creature or solid surface. If the shot would strike a creature, that creature must make a Dexterity saving throw. The target gains no benefit from shields, half cover, or three quarters cover for this saving throw. On a failed save, the shot strikes the target, dealing the normal weapon damage, as well as an additional 4d8 force damage, and the shot continues along its trajectory until it has travelled 600 feet or struck a solid surface.
Blast Wave: As an action, you can force every creature in a 15 foot cone originating from your Scatter Cannon to make a Strength saving throw. Creatures within 5 feet of you have disadvantage on this saving throw. On a failed save, a creature takes the normal Scatter Cannon damage, as well as an additional 3d8 force damage, and is pushed 10 feet away from you. On a successful save, the creature instead takes half of the normal Scatter Gun damage instead.
Previous Versions
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11/8/2022 9:58:52 PM
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5
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1,0
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Coming Soon
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