Artificer
Base Class: Artificer

You can now store your spells inside of Fervor Crystals and load them into your gun. You must purchase the Gun and the Fervor Crystals in order to keep a store of spells.

In order to store a spell, obtain an empty Fervor Crystal. You will need to expend a spell slot to fill the crystal with a spell that you know (Unless you're casting from a scroll) Once you've done this, that crystal will now be imbued with the spell and will be destroyed once shot.

You can store the spells from this list in their corresponding tier of Fervor Crystal.

Spell

Tier

Acid Arrow

Tier 1

Chill Touch

Tier 1

Eldritch Blast

Tier 1

Fire Bolt

Tier 1

Ray of Frost

Tier 1

Prestidigitation

Tier 1

Guiding Bolt

Tier 2

Ice Knife

Tier 2

Ray of Sickness

Tier 2

Feather Fall

Tier 2

Chromatic Orb

Tier 2

Chaos Bolt

Tier 2

Thunderwave

Tier 2

Scorching Ray

Tier 3

Arcane Lock

Tier 3

Knock

Tier 3

Rope Trick

Tier 3

Fireball

Tier 3

Shatter

Tier 3

Crown of Stars

Tier 4

Soul Cage

Tier 4

Cone of Cold

Tier 4

   

Fervor Crystal Revolver Proficiency

3rd-level Fervor Artificer feature

You gain proficiency with the Fervor Crystal Pistol and an Artison tool of your choice

Fervor Gunslinger Inate Spells

3rd-level Artillerist feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Fervor Gunslinger Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Fervor Gunslinger Spells

Artificer Level Spell

3rd

Acid Arrow, Chill TouchEldritch BlastRay of FrostPrestidigitation

5th

Guiding Bolt, Ice KnifeRay of SicknessFeather FallChromatic OrbChaos BoltThunderwave

9th

Arcane LockKnockRope TrickFireballShatter

13th

Crown of StarsSoul Cage

17th

cone of cold, wall of force

Overcharge

3rd-level Fervor Artificer feature

Overcharge Shots

SHOT TYPE Activation

Flame Charge

The gun exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.

Force Charge

Make a ranged spell attack at one creature or object within 120 feet of you. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.

Shield Charge

The crystal emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).

Arcane Updgrade

5th-level Fervor Artificer feature

You have discovered a way to modify your Fervor Guns to exhort more energy. Every shot, roll 1d8 and add it to the damage for the spell

Explosive Crystal

9th-level  Fervor Artificer feature

Every Overcharged shot is more destructive:

  • The overcharged damage rolls all increase by 1d8.
  • As an action, you can command the Fervor Crystals to detonate if you are within 60 feet of it. Doing so destroys the crystals and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.

Fervor Master

15th-level Fervor Artificer feature

You gain the ability to store a spell in a Fervor Crystal that has been cast at you.

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you imbue the knowledge of the spell in an empty crystal if it is at least 1st level and of a level you can cast. For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed. After 8 hours, the Fervor Crystal explodes, dealing damage as normal.