Artificer
Base Class: Artificer

Keyma when she lived in Gauntlegrym created a type of firearm called a sniper rifle which she has learned to use to take out her enemies at far distances.

Sniper Rifle

Keyma has created a weapon called a Sniper Rifle. It counts as a martial ranged weapon, with a normal range of 400 feet and a long range of 800 feet, and it deals 2d8 piercing damage on a hit. 

Reload. The weapon can be fired 10 times before you must spend 1 action to reload.

Misfire. Whenever you make an attack roll with a firearm, and roll a 1 the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to repair it.

Ammunition. The sniper rifle requires ammunition to make an attack. Every time a the weapon is fired 1 ammo is used.

Create Ammo

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

3rd

shield, create ammo, create piercing ammo

5th

create exploding ammo, create branding ammo

9th

fireball, create high caliber ammo

13th

ice storm, wall of fire

17th

cone of cold, wall of force

Artillerist Tactics

Artillerist Manoeuvres 
just before you make a ranged attack with your sniper rifle, you can choose to one of the following manoeuvres:

  • Deadly Aim. You attempt to shoot the vitals of your opponent. You take a -5 penalty to the attack roll. If the attack hits, you add 5 + your attack ability modifier to the attack's damage.
  • Ricochet. You bounce your bullets of walls and objects to hit your enemies in unexpected locations. You gain a +3 bonus to hit however rolls of 1 to 5 on the attack roll count as critical failures.
  • Barrage. You fire multiple shots to ensure you hit your enemies. Expend any number of ammo and you gain a stack of advantage on your attack roll for every ammo expended. 
  • Suppressive Fire. You attempt to weaken your opponents by attacking their offensive capabilities. expend 1 ammo and If your attack hits instead of dealing damage the target's attack rolls suffer a penalty equal to your attack ability modifier until the end of your next turn. This effect does not stack if used on the same target twice.

Artillerist Actions
You are now able to take the following actions:

  • Covering Fire. When a enemy declares a attack, as reaction you can expend 1 ammo and impose disadvantage on the attack.
  • Focus Fire. As a bonus action you can choose one enemy within 100 ft. you can only target that enemy for attacks until the start of your next turn however any attacks you do make in that time add your proficiency bonus to damage rolls. 
  • Aim. If you haven't moved yet on your turn you can take this bonus action to gain a +2 to all your attack rolls this turn however your movement speed is reduced to 0 until the start of your next turn.
  • Unload Magazine. As a action you can empty your entire magazine into one enemy. Expend all remaining ammo in your magazine and make one attack with your sniper rifle with advantage, on a hit you deal a number of d8's equal to the number of ammo that was expended.

Extra Attack

5th-level Keyma's Artillery feature

You can attack twice, rather than once, whenever you take the Attack action on your turn.

9th level

9th level

15th level

15th level

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