Base Class: Artificer
The dragon loomed overhead above the city. It circled, but did not attack, almost daring someone to do something about it. A man with a large handheld cannon stepped outside and placed a heavy bolt into the muzzle of the cannon before aiming and muttering; ‘Have a taste of your own medicine you lizard with wings.’ Two booms echoed through the city, one from the cannon and the other from the dragon slamming into the ground.
Tool Proficiency
3rd-level feature
When you adopt this specialization at 3rd level you gain proficiency in Firearms and ‘Siege Weapons’/’Weapons of War.’
Dragonfire Cannonier Spells
3rd-level Artillerist feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Dragonfire Cannonier Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Dragonfire Cannonier Spells
| Artificer Level | Spell |
|---|---|
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3rd |
[Tooltip Not Found], [Tooltip Not Found] |
|
5th |
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9th |
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13th |
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17th |
Dragonfire Cannon
3rd-level feature
Beginning at 3rd level your main invention starts to take form. As an action you can touch a cannon, ballista, or other ranged siege weapon and infuse it with magic. Over the course of your next long rest you can tinker with it to make it more handheld. It gains the following benefits.
- You can wield the weapon with ease, removing any Strength requirements it might have had.
- You can use the Dragonfire Cannon as a spellcasting focus.
- When you cast a spell that requires a Spell Attack Roll with the Dragonfire Cannon, the range is increased by x1.5 and its damage is increased by one of its damage dice.
The Dragonfire Cannon has the following stats; Two-Handed, Finesse, Range (150/300), Reload (1) and deals 1d8 Bludgeoning Damage.
Elemental Experiment
5th-level feature
At 5th level you tinker more with the cannon’s traits. When you successfully land an attack you can cast a cantrip as a bonus action. Additionally when you finish a Long rest you can assign an elemental damage type to the weapon, converting its damage to that element; Acid, Cold, Fire, Lightning, or Poison.
Elemental Experiment
At 5th level you tinker more with the cannon’s traits. When you successfully land an attack you can cast a cantrip as a bonus action. Additionally when you finish a Long rest you can assign an elemental damage type to the weapon, converting its damage to that element; Acid, Cold, Fire, Lightning, or Poison.
Explosive Effort
9th-level feature
Reaching 9th level you have a consistent weapon already in hand and now have the intention of pushing it over the top:
- The Dragonfire Cannon now deals 1d12 damage.
- As an action you can spray elemental damage in an area. Creatures in a 15-foot cone must succeed on a Dexterity or Constitution saving throw against your Spell Save DC. On a failure they take 1d10 of the Cannon’s current Elemental Affinity.
- You gain 2 cantrips from either the Warlock or Wizard Spell list.
Fortified Position
15th-level feature
Finally at 15th level, you push the cannon to its final stable limits. When dealing damage with the cannon’s attack or spray, creatures suffer from the following effects until the end of your next turn depending on the chosen element.
- Acid: The creature or object’s AC is reduced by 1d4.
- Cold: The creature or object’s movement is halved.
- Fire: The creature or object is ignited. Creatures take 1d6 Fire Damage at the start of their turn that round.
- Lightning: The creature or object is electrified. If metal is hit, all creatures touching that metal take 1d8 Lightning damage.
- Poison: Creatures can either take an Action or a Bonus Action on their next turn. A creature can only suffer from this effect 3 times before becoming immune from it for 24 hours.
Previous Versions
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6/13/2023 10:50:34 PM
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6
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1
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Coming Soon
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