Artificer
Base Class: Artificer

The Spellslinger is an peculiar brand of Artificer, they're commonly regarded as solitary wanderers, bounty hunters, or even hired help that happens to visit a local town to resolve some issues challenging the residents. Their odd array of spellcasting and equipment leads many Spellslingers to act a bit hesitant to reveal their methods around others. Because of the eccentric sort of weaponry their curious minds are capable of crafting, it's not uncommon that local oddities are is frequently directed as the result of the magical tinkering from a Spellslinger that has overstayed. 

What these adventurers have learned to do is combine gems and stones into spell focus times in intricate ways that amplify magical effects. This is intricately crafted through various sockets, nodes, and pathways the Spellslinger learns to shape within a weapon they call a Caster. The weapon is capable of rapidly manipulating magical effects based from the meticulous design the Spellslinger uses. Focused around using a Caster, Spellslingers build their spell knowledge around the philosophies of precision and grit.

 

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with Jeweler's Tools from understanding how valuable these treasures are not only in terms of worth, but also as conduits for various spells and enchantments you've learned to manipulate. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Spellslinger Spells

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

Artificer Level Spellslinger Spells

3rd

Hunter's MarkGuiding Bolt

5th

Mirror ImageScorching Ray

9th

SlowPhantom Steed

13th

Death WardStorm Sphere

17th

Banishing SmiteAntilife Shell

Caster Weapon

When you reach 3rd level, you've used magic and technology to discover a ranged weapon to that serves at the conduit for your spellcasting called a Caster. You gain the following benefits:

  • You gain proficiency with Firearms* that can be used as a spellcasting focus
  • This item treats spell attacks from it as ranged weapon attacks only for spell requirements
  • You learn the Eldritch Blast cantrip that can only be cast from this item

If this spellcasting focus item is lost or destroyed, then it will take you a long rest to craft a new one if you have your Tinker's Tools and Jeweler's Tools to intricately craft a new one.

*: If your Dungeon Master uses the rules on firearms in the Dungeon Master's Guide,  the Dungeon Master can decide which standard firearm this weapon functions as in addition to its spellcasting focus traits listed above. 

Weapon Infusions or Magical Weapon improvements only work when the Caster is used as an agreed upon Firearm by the Dungeon Master, not as a spellcasting focus item. 

Caster Type

Beginning at 3rd level, you learn how to make unique modifications to your Caster weapon. You choose one of the following types of Caster Types that allow you to cast Eldritch Blast normally, or modify the spell attack based on the chosen Caster Type listed below. These options count as ranged weapon attacks that use your spell attack modifier to hit.

  • Precision Caster. A two-handed ranged weapon that changes the range of your Eldritch Blast to 240 feet.
  • Blast Caster. A two-handed ranged weapon that reduces the range of your Eldritch Blast to 30 feet, increases the dice damage to d12, and doesn't impose disadvantage if fired at a target within 5ft of you.
  • Quick Caster. A light one-handed ranged weapon that reduces the damage dice of Eldritch Blast cast from it to d8, but allows you to use a bonus action to make an additional ranged weapon attack using your spell attack bonus with the Caster to hit with the range of 60 feet for 1d6 force damage if this modified version was used for for the attack action.
  • Versatile Caster. A one-handed ranged weapon that you can change the damage type of each beam from your Eldritch Blast.

You can change the Caster Type every time you gain an Artificer level.

Blast Caster

A two-handed ranged weapon that reduces the range of your Eldritch Blast to 30 feet, increases the dice damage to d12, and doesn't impose disadvantage if fired at a target within 5ft of you.

Precision Caster

A two-handed ranged weapon that changes the range of your Eldritch Blast to 240 feet.

The attack creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Quick Caster

A light one-handed ranged weapon that reduces the damage dice of Eldritch Blast cast from it to d8, but allows you to use a bonus action to make an additional ranged weapon attack using your spell attack bonus with the Caster to hit with the range of 60 feet for 1d6 force damage if this modified version was used for for the attack action.

The attack creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Versatile Caster

A one-handed ranged weapon that you can change the damage type of each beam from your Eldritch Blast.

The attack creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Crack Shot

Starting at 5th level, you add your Intelligence modifier to your damage rolls for ranged spell attacks using your Caster weapon as the focus item and Caster Type attacks. In addition, you also add your Intelligence modifier to your initiative bonus.

Modified Caster

At 9th level, you've learned how to create further enhancements to your Caster Type that create the following modifications. The effects vary on the Caster Type you currently have.

  • Modified Precision. Ranged spell attacks from your Caster spellcasting focus and Caster attacks made 60 feet or further score a critical hit on a roll of 19-20
  • Modified Blast. Ranged spell attacks from your Caster spellcasting focus and Caster attacks  that hit a target within 30 feet of you can cause creatures within 5ft to make a Dexterity Saving throw vs half the damage.
  • Modified Quick. Ranged spell attacks from your Caster spellcasting focus and Caster attacks  that hit a target within 60 feet of you take an additional 1d4 force damage
  • Modified Versatile. Ranged spell attacks from your Caster spellcasting focus and Caster attacks  gain one of the following traits per attack: doubled spell attack's range, ignore disadvantage on the spell attack if the target is within 5 feet of you, change the type of damage, or allow you to move 5 feet without provoking an attack of opportunity.
Modified Blast

Ranged spell attacks from your Caster spellcasting focus and Cater attacks that hit a target within 30 feet of you can cause creatures within 5ft to make a Dexterity Saving throw vs half the damage.

Modified Precision

Ranged spell attacks from your Caster spellcasting focus and Cater attacks  made 60 feet or further score a critical hit on a roll of 19-20

Modified Quick

Ranged spell attacks from your Caster spellcasting focus and Caster attacks that hit a target within 60 feet of you take an additional 1d4 force damage

Modified Versatile

Ranged spell attacks from your Caster spellcasting focus and Caster attacks gain one of the following traits per attack: doubled spell attack's range, ignore disadvantage on the spell attack if the target is within 5 feet of you, change the type of damage, or allow you to move 5 feet without provoking an attack of opportunity.

Combi-Caster

At 15th level, you've learned how to combine additional enhancements to your Caster Type and other variations you've discovered to create. You're also extremely well versed in how these modifications can be adjusted and can change your Caster Type and additional modification every long rest.

  • Precision Modification. Ranged spell attacks from your Caster spellcasting focus and Casters are increased by 60 feet and score a critical hit on a roll of 19-20.
  • Blast Modification. Ranged spell attacks from your Caster spellcasting focus and Casters attacks that hit a target can cause creatures within 5ft to make a Dexterity Saving throw vs half the damage.
  • Quick Modification. Ranged spell attacks from your Caster spellcasting focus and Casters attacks that hit deal an additional 1d4 force damage
  • Versatile Modification. Ranged spell attacks from your Caster spellcasting focus and Casters attacks gain one of the following traits per attack: doubled spell attack's range, ignore disadvantage on the spell attack if the target is within 5 feet of you, change the type of damage, or allow you to move 5 feet without provoking an attack of opportunity.
Modified Blast

Ranged spell attacks from your Caster spellcasting focus and Casters attacks that hit a target can cause creatures within 5ft to make a Dexterity Saving throw vs half the damage.

Modified Precision

Ranged spell attacks from your Caster spellcasting focus and Casters attacks are increased by 60 feet and score a critical hit on a roll of 19-20.

Modified Quick

Ranged spell attacks from your Caster spellcasting focus and Casters attacks that hit deal an additional 1d4 force damage

Modified Versatile

Ranged spell attacks from your Caster spellcasting focus and Casters attacks gain one of the following traits per attack: doubled spell attack's range, ignore disadvantage on the spell attack if the target is within 5 feet of you, change the type of damage, or allow you to move 5 feet without provoking an attack of opportunity.

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