Base Class: Artificer
The Artificer can take any weapon with the two-handed property and modify it into a weapon that contains arcane shelling capabilities in addition to it's normal features. Can choose between Wide, Long, and Normal Shelling, each with their own style and features.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with [Tooltip Not Found]. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Gunlance Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Gunlance Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Gunlance 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 |
Arcane Shell Infusion
Create a weapon with Wide, Long, or Normal Arcane Shells using a weapon with the two-handed property. This weapon is considered magical for the purpose of overcoming resistances. Firing a shell requires using an action on your turn. However, if you hit with an attack during your turn, you can fire a shell as a bonus action. The created weapon also acts as your spellcasting focus. Shells can be reloaded as an action or as a bonus action provided a successful weapon attack or single shell attack was made during your turn.
Wide Shelling: Has 3 shells. Can be fired as an action or bonus action provided a successful weapon or shelling attack was made during your turn. Deals 1d8 force damage to all targets within a 10 foot cone. Increases to 2d8 at level 7, and 3d8 at level 14.
Long Shelling: Has 4 shells. Can be fired as an action or bonus action provided a successful weapon or shelling attack was made during your turn. Deals 1d10 damage to a target within 15 feet. If fired as a bonus action, the damage is reduced to 1d6 damage to a target within 15 feet. Increases to 2d10 at level 7, and 3d10 at level 14. Bonus action shelling damage increases to 2d6 at level 7 and 3d6 at level 14.
Normal Shelling: Has 5 shells. Can be fired as an action or bonus action provided a successful weapon or shelling attack was made during your turn. Deals 1d6 damage to a target within 10 foot. Can be fired in a Full Burst as an action, expending all remaining shells simultaneously. Full Burst deals 1d6 damage per shell fired to a target within 5 feet. Full burst can only be used once per round. Cannot reload as a bonus action if Full Burst is used as an action on your turn. Full Burst cannot be used in consecutive turns. Shell damage increases to 2d6 at level 7 and 3d6 at level 14.
Long Shelling
Has 4 shells that can be fired as an action or a quick shell as a bonus action provided a successful weapon or shelling attack has been made during your turn. Deals 1d10 force damage to a creature up to 15ft away when used as a full charge shell. Deals 1d6 force damage to a creature up to 15ft away when used as a quick shell. Damage increases to 2d10(2d6) at level 7 and 3d10(3d6) damage at level 14. Can be reloaded as an action or bonus action provided a successful weapon or shelling attack has been made during your turn.
Normal Shelling
Has 5 shells. Can be fired as an action or bonus action provided a successful weapon or shelling attack was made during your turn. Deals 1d6 damage to a target within 10ft. Can be fired in a Full Burst as an action, expending all remaining shells simultaneously. Full Burst deals 1d6 damage per shell fired to a target within 5ft. Full burst can only be used once per round. Cannot reload as a bonus action if Full Burst is used as an action on your turn. Full Burst cannot be used in consecutive turns. Shell damage increases to 2d6 at level 7 and 3d6 at level 14.
Wide Shelling
Wide Shelling: Has 3 shells. All creatures in a 10 foot cone must make a dexterity saving throw or take 1d8 force damage. On a success, targets take half damage. Increases to 2d8 at level 7, and 3d8 at level 14.
Martial Weapon Proficiency
You gain proficiency with martial weapons and attack rolls made using magic items using Strength can instead use your Intelligence.
Immovable Object
At 5th level, you have an intimate understanding of your creation, allowing you to wield a shelling weapon in one hand while a shield is equipped in the other. You also are now capable of casting cantrips through your shelling weapon, using a shell in place of spell components. Also, allies within 10 feet gain a +1 to AC.
At 11th level, you can cast any spell through your shelling weapon that does not have a material component with a cost associated with it and the AC bonus to allies becomes +2.
Wyvern's Fire
Starting at 9th level, you can use an action to fire off a large blast of firepower, dealing 5d12 force damage to all targets in a 10ft cone and knocking them back 5ft. This ability cannot be used again until you finish a short or long rest.
At 14th level, the damage increases to 10d12.
Bastion
Starting at 15th level, you’re a master at defending nearby allies. As an action, charge your shield with arcane energy and expel it outward, granting allies within a 20 foot radius 4d10 temporary hit points.
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