Artificer
Base Class: Artificer

An artificer subclass that excels at devastating combinations of steel and magic to protect their companions and destroy their enemies.

Gunweapon

At 3rd level when choosing the Gunbreaker subclass, you gain newfound knowledge on forging a Gunweapon. During a short or long rest, you can turn a nonmagical melee weapon of your choice into a Gunweapon, provided you have smith's tools in hand. This weapon may not have the Light, Heavy, Thrown, or Reach traits.

Your Gunweapon takes on the damage dice, damage type, and traits of the weapon that was used to create it, and gains the following benefits while you are attuned to it:

  • You can use the gunweapon as a spellcasting focus for your artificer spells.
  • You can put multiple artificer infusions onto this weapon.
  • You gain proficiency with the weapon if you do not already have it.
  • You can add your Intelligence modifier to attack and damage rolls instead of Strength or Dexterity.

Gunbreaker Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Gunbreaker Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

 

Gunbreaker Spells
Artificer Level Gunbreaker Spells
3rd Shield, Thunderous Smite
5th Branding Smite, Warding Bond
9th Aura of Vitality, Fireball
13th Fire Shield, Staggering Smite
17th Holy Weapon, Mass Cure Wounds

Cartridges

Starting at 3rd level, the Gunbreaker may imbue their magic into magic Cartridges that are loaded into their gunweapon. These Cartridges are used to fuel your Burst Action feature. The maximum amount of Cartridges that you can have at once is equal to your proficiency bonus.

During a short rest, charges may be refilled by spending a spell slot. You will regain 1 Cartridge per level of spell slot spent (e.g. 1st level slot will refill 1 Cartridge, 2nd level will refill 2, and so on). This can only be done once per rest. All Cartridges are refilled on a long rest.

Burst Actions

Starting at 3rd level, you gain access to special Burst Actions that can be performed while wielding your gunweapon. Each Burst Action requires a certain amount of Cartridges to be spent in order to activate them. The DC for any Burst Action that forces a save is equal to 8 + your proficiency bonus + your Intelligence modifier.

You gain Burst Strike and Burst Shot, and a third option of your choice.  You gain an additional Burst Action of your choice at 5th level, 9th level, and 15th level.

Burst Strike - When you land a melee attack with your gunweapon, you may use a bonus action to spend 1 Cartridge and deal additional force damage equal to 1d8 + Intelligence modifier.

Burst Shot -  When you take the Attack action with your gunweapon, you may spend 1 Cartridge to increase the range of a melee attack to 60 feet. If this attack lands, Smite effects and Burst Strike can be applied.

Arcane Shell - Use an action to spend 1 Cartridge and protect yourself with a shimmering globe. You regain hit points equal to 1d8 + your Intelligence modifier. You also gain temporary hit points equal to the amount of hit points replenished in this manner.

Aurora - Use a bonus action to spend 1 Cartridge and target a living creature within 60 feet. This target will regain 1d4 hit points at the start of each of its turns for 5 turns.

No Mercy - Use an action to spend 1 Cartridge and empower your attacks for 1 minute. Your gunweapon damage dice is increased by one step (a d6 becomes d8, d8 becomes d10, and so on).

Arcane Shell

Use an action to spend 1 Cartridge and protect yourself with a shimmering globe. You regain hit points equal to 1d8 + your Intelligence modifier. You also gain temporary hit points equal to the amount of hit points replenished in this manner.

Aurora

Use a bonus action to spend 1 charge and target a living creature within 60 feet. This target will regain 1d4 hit points at the start of each of its turns for 5 turns.

No Mercy

Use an action to spend 1 Cartridge and empower your attacks for 1 minute. Your gunweapon damage dice is increased by one step (a d6 becomes d8, d8 becomes d10, and so on).

Draw and Junction

At 5th level, you have honed your focus into a specialized fighting style. Choose one of the following options:

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

Heart of Corundum - Whenever you have active temporary hit points, at the start of each turn you gain hit points equal to your Intelligence modifier. Out of combat, this is instead 1 hit point every 10 minutes.

Magitech Chirurgeon - When you use a spell slot to recover another creature’s hit points, you refill 1 Cartridge.

At 11th level, your mastery allows you to select a second specialization.

Extra Attack

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

Heart of Corundum

Whenever you have active temporary hit points, at the start of each turn you gain hit points equal to your Intelligence modifier. Out of combat, this is instead 1 hit point every 10 minutes.

Magitech Chirurgeon

When you use a spell slot to recover another creature’s hit points, you refill 1 Cartridge.

Burst Actions

At 9th level, you are able to choose another Burst Action that can be performed while wielding your gunweapon. Each Burst Action requires a certain amount of Cartridges to be spent in order to activate them. The DC for any Burst Action that forces a save is equal to 8 + your proficiency bonus + your Intelligence modifier. You may also replace your 3rd level Burst Action with another one of that level.

Danger Zone - Use an action to spend 2 Cartridges to launch yourself up to 60 feet in a line to a location you can see. Any enemies within 10 feet of your landing must make a Dexterity saving throw. On a failed save, a creature takes 2d8 force damage and is knocked prone. On a successful save, the creature takes half as much damage and remains standing. This can be used to move vertically, but it takes double the movement and fall damage rules may apply.

Double Down - When you land a melee critical hit with your gunweapon, you may use an object interaction to spend 2 Cartridges and deal additional force damage equal to half of the initial damage dealt.

Nebula - When you are targeted by an attack, use a reaction to spend 2 Cartridges to give yourself resistance to all damage until the start of your next turn.

Danger Zone

Use an action to spend 2 Cartridges to launch yourself up to 60 feet in a line to a location you can see. Any enemies within 10 feet of your landing must make a Dexterity saving throw. On a failed save, a creature takes 2d8 force damage and is knocked prone. On a successful save, the creature takes half as much damage and remains standing. This can be used to move vertically, but it takes double the movement and fall damage rules may apply.

Double Down

When you land a melee critical hit with your gunweapon, you may use an object interaction to spend 2 Cartridges and deal additional force damage equal to half of the initial damage dealt.

Nebula

When you are targeted by an attack, use a reaction to spend 2 Cartridges to give yourself resistance to all damage until the start of your next turn.

Burst Actions

At 15th level, you are able to choose another Burst Action that can be performed while wielding your gunweapon. Each Burst Action requires a certain amount of Cartridges to be spent in order to activate them. The DC for any Burst Action that forces a save is equal to 8 + your proficiency bonus + your Intelligence modifier. You may also replace your 3rd level and 9th level Burst Actions with another one of their respective level.

All in - Use an action to spend a number of Cartridges up to your current amount. For each Cartridge spent, deal an additional 2d6 force damage. A bonus action may be used to spend a Cartridge to allow your attack to land a critical hit on a 19 or 20.

Gunmetal Soul - Use an action to spend 5 Cartridges and radiate out a protective wave of light from yourself that extends out to a 30-foot radius, washing over every living creature in its range. Allies affected by Gunmetal Soul gain a protective effect that grants 1d8 temporary hit points at the start of each of their turns for 5 turns. If an ally affected by Gunmetal Soul is within 5 feet of you and hit by an attack, you may use your reaction to decrease the damage by 1d10 + Intelligence modifier(to a minimum of 0 damage).

Superbolide - Use an action to spend 5 Cartridges and cover your body in a protective magic field. You lose all but 1 hit point and gain the effects of the Invulnerability spell, but the duration is instead 2 turns. When Superbolide ends, regain temporary hit points equal to the amount of damage you dealt while Superbolide was active.

 

At 20th level, you can replace your Soul of Artifice class feature with the Bastion Force.

Bastion Force - Use an action to spend 6 Cartridges and protect yourself and up to 6 allies within a 30 foot radius. This is a concentration effect and lasts until the start of your next turn. Everyone affected by Bastion Force gains resistance to all damage and advantage on all saving throws vs. magic that deals direct damage. This advantage does not apply to maintaining concentration. While Bastion Force is active, your Move Speed becomes 0 and you may not take any actions, bonus actions, or reactions. If your concentration is involuntarily broken, you take all of the damage Bastion Force had mitigated as force damage. This damage may not be decreased in any way. Once affected, allies do not have to stay near you to keep the effects of Bastion Force so long as it is active.

All In

Use an action to spend a number of Cartridges up to your current amount and make an attack with your gunweapon. For each Cartridge spent, deal an additional 2d6 force damage. A bonus action may be used to spend a Cartridge to allow your attack to land a critical hit on a 19 or 20.

Bastion Force

Use an action to spend 6 Cartridges and protect yourself and up to 6 allies within a 30 foot radius. This is a concentration effect and lasts until the start of your next turn. Everyone affected by Bastion Force gains resistance to all damage and advantage on all saving throws vs. magic that deals direct damage. This advantage does not apply to maintaining concentration. While Bastion Force is active, your Move Speed becomes 0 and you may not take any actions, bonus actions, or reactions. If your concentration is involuntarily broken, you take all of the damage Bastion Force had mitigated as force damage. This damage may not be decreased in any way. Once affected, allies do not have to stay near you to keep the effects of Bastion Force so long as it is active.

Gunmetal Soul

Use an action to spend 5 Cartridges and radiate out a protective wave of light from yourself that extends out to a 30-foot radius, washing over every living creature in its range. Allies affected by Gunmetal Soul gain a protective effect that grants 1d8 temporary hit points at the start of each of their turns for 5 turns. If an ally affected by Gunmetal Soul is within 5 feet of you and hit by an attack, you may use your reaction to decrease the damage by 1d10 + Intelligence modifier(to a minimum of 0 damage).

Soul of Artifice*

At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:

  • You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
  • If you're reduced to 0 hit points but not killed out-right, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.

Superbolide

Use an action to spend 5 Cartridges and cover your body in a protective magic field. You lose all but 1 hit point and gain the effects of the Invulnerability spell, but the duration is instead 2 turns. When Superbolide ends, regain temporary hit points equal to the amount of damage you dealt while Superbolide was active.

Previous Versions

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