Artificer
Base Class: Artificer

Ordinants command the range and blast of firearms, but they also do so with the power of magic. An Artificer that focuses on the perfected combination of these two powers, science and magic, constantly tinkers and changes firearms in order to make them more suitable for magic. Replacing their ammunition with that of magic, they are very battle adept. 

 

Magic Munition

Magic Munition

At the 3rd level, Ordinants gain access to the ability to create magical ammunition for their firearm. Each of these ammunition types is labeled as "shots." Depending on what type they are, the effect of the ammunition will be different. Starting at level 3, the Ordinant will only have access to 2 shot types, 3 shot types at level 9, and 4 shot types at level 15. One of these shot types can be swapped per long rest (You can only change one of them, not all of them). This is due to the time it takes to tune a firearm to certain shots. Each shots are contained in a barrel. In order to activate each shot's special effect, you would need to use the determined amount of the shots in the barrel for one attack (Total amount of shots in barrel listed below). You can only activate the special effect of a shot once per long rest (Gun's Durability). The ammunition also needs to be created and will cost gold to create in advance. Note: All DCs for special effects are your spell save DC. 

Buster Shot

When loaded and fired, this shot deals 4d6 piercing damage. It requires 2 shots from the barrel to activate the special effect. When activated, the special effect knocks the target 10 ft back and they have to make a STR saving throw or be knocked prone; they are not knocked prone on success. Additionally, the shot deals an extra 2d4 force damage. These shots are contained in a barrel of 2.

Corrosive Shot

When loaded and fired, this shot deals 1d8 acid damage. It requires 2 shots from the barrel to activate the special effect. When activated, the special effect causes an acidic infection on the target creature. This infection causes 2 levels of exhaustion for the creature and deals an additional 1d6 acid damage at the beginning of its turns for 1d4 + 1 turns. These shots are contained in a barrel of 4. 

Dead Shot

When loaded and fired, this shot deals 2d6 necrotic damage. It requires the full barrel (6) to activate the special effect. When activated, the special effect fires a black orb that deals 4d6 necrotic damage on impact. Additionally, a magic circle sprouts beneath the hit creature and shadow tendrils grip the creature. The creature must make a STR or DEX saving throw against being restrained. On a failed save, the creature is restrained until your next turn. On a successful save, the creature is not restrained. These shots are contained in a barrel of 6. 

Heaven Shot

When loaded and fired, this shot deals 1d8 radiant damage. It requires 2 shots from the barrel to activate the special effect. When activated, the special effect fires a radiant bullet that deals 4d6 radiant damage and creates a bright light on impact. The light is magical and will blind any creature within range and can see the light. Creatures must make a CON saving throw against being blinded. The range of the light is 30 ft. These shots are contained in a barrel of 7.

Ignition Shot

When loaded and fired, this shot deals 1d12 fire damage. It requires 3 shots from the barrel to activate the special effect. When activated, the special effect will result in the shot fired exploding on impact. The explosion will result in 4d10 fire damage in a range of 10 ft. Any creatures within range of the explosion must make a DEX saving throw with half damage taken on a successful save. These shots are contained in a barrel of 5.

Lethal Shot

When loaded and fired, this shot deals 2d6 poison damage. It requires 3 shots from the barrel to activate the special effect. When activated, the bullet shot causes the creature to make a CON saving throw against being poisoned. Additionally, until the poisoned effect wears off, the creature will take 1d8 poison damage at the beginning of its turns. These shots are contained in a barrel of 8. 

Power Shot

When loaded and fired, this shot deals 1d10 force damage. It requires 3 shots from the barrel to activate the special effect. When activated, the special effect fires a straight shot, railgun style, that deals 4d12 force damage. These shots are contained in a barrel of 6.

Winter Shot

When loaded and fired, this shot deals 1d10 cold damage. It requires 3 shots from the barrel to activate the special effect. When activated, the special effect fires an ice crystal that deals 3d8 cold damage and creates an area of difficult terrain within a 15 ft sphere. Creatures in the area must also make a CON saving throw on impact. If they fail, then their movement speed is reduced to 0 until your next turn; no movement is affected on a successful save. Difficult terrain lasts for 1 minute. These shots are contained in a barrel of 6. 

Power Trip

Starting at level 3, the magical property of the guns causes some mistakes. Guns are known to be prone to misfires. These magic firearms are just the same. When firing a shot (or special effect) from a firearm, if a misfire occurs, roll on the sorcerer's wild magic table for the effect. Only one misfire effect can be active at a time. Additionally, the Ordinant must use an action to repair the firearm after a misfire occurs in order for the firearm to be usable. 

Controlled Chaos

At level 5, the Ordinant have even further advanced their gun. In an attempt to control a misfire, this effect is created. Whenever a misfire occurs, the Ordinant can shoot the shot with disadvantage but guarantee a critical hit if it hits. After the shot is fired, the wild magic effect still activates. 

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Custom Shot

Beginning at 9th level, the Ordinant has further advanced their knowledge of weaponry. They have created a number of custom shots equal to their proficiency modifier. These custom shots can be modified to fire a stored spell that activates. The custom shots cannot have a total number of spell levels cast on them that is higher than the level of the Ordinant (Example: The Ordinant has 5 custom shots and the total level of spells cast on the total of the shots cannot be higher than their level). These shots can be changed and recreated over a long rest. 

Trinity Shot

At the 15th level, the Ordinant has reached the highest level of scientific and magical knowledge. Their perfected weapon has gained three new "ultimate" shots. Bahamut's Railcanon, Sardior's Matrix, and Tiamat's Fury. The damage of these ultimate shots scale at higher levels. 

Bahamut's Railcanon

Your curious soul has called forth the blessing of Bahamut. This shot, when loaded and fired, produces a line of pure light in the form of a railcanon. A pair of ethereal platinum wings form behind your back as you shoot. Any creature directly hit or within 5 feet of the line of radiance will take 6d10 radiant damage. However, this shot is partial to creatures of different alignments. This damage scales 8d10 at the 17th level. For 1 minute, ethereal platinum dragon wings follow the back of the Ordinant.

Evil - The radiant damage for the 6d10, and 8d10 at the 17th level, is canceled and the maximum amount of damage from a roll is automatically provided. 

Neutral (Unalligned) - The damage remains constant at 6d10, and 8d10 at the 17th level, radiant damage. 

Good - Any creature hit with this attack will instead heal 6d10 HP, and 8d10 at the 17th level.

Sardior's Matrix

Sardior's mighty psionics are held within this one arcane shot. This shot, when loaded and fired, will appear to be a normal purple projectile that deals 3d8 psionic damage on impact; however, when it makes contact with the target or the ground, within an area of 60 ft, magical matrix portals are created in the sky that shoot a rain of psionic bullets for 1d4 + 2 turns. At the beginning of your turn while the portals are active, all chosen creatures within range will have a psionic bullet shot at them that deals 3d6 damage. While the portals are active, the Ordinant has a purple halo-like circle behind their back. At higher levels, the damage scales to 3d8 damage, at the 16th level, and 4d8 damage at the 18th level. This damage scaling increases both the damage on impact and over time. While the portals are active, the Ordinant has a purple halo-like circle behind their back.

Tiamat's Fury

Infused with the rage of Tiamat, let your blast be heard from the heavens. This shot, when loaded and fired, creates 5 animated breath weapons that explode on contact with the target. No attack roll is needed due to the homing property of the breath weapons. Individual breath weapons will seek out different targets if there are multiple creatures. If there are a number of enemies that don’t divide into an even integer from five, you may choose where the extra breath weapon goes. For example, if there are three enemies in range, two elements of your choice go to each, and you can decide who the fifth breath weapon hits. In addition, if there are more than five enemies, you may choose who each breath weapon hits. You cannot hit one person with more than one breath weapon if there are more than five people. Finally, if there is only one target, you can send one breath weapon in that action, and use the rest as a reaction when someone attacks you. These animated breath weapons have no hit box.

Each breath weapon will deal a different type of damage (Fire, Cold, Acid, Poison, and Lightning). The breath weapon deal 4d12 damage of corresponding type to the target creature. Additionally, any creature within 10ft of the target must make a DEX saving throw, taking half damage on a successful save and full damage on a fail. For a period of 1 minute, ethereal crude dragon-like horns exude from the head of the Ordinant. 

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