Artificer
Base Class: Artificer

Not all artificers choose the path of tinkering or alchemy. Some are drawn to the mesmerizing allure of firearms and the destructive potential of combining magic with machinery. Gunner artificers are relentless combatants, able to rain down destructive spells that wreak havoc on the battlefield. Their fusion of magic and machinery creates a symphony of devastation, making them a formidable force to be reckoned with. Whether defending their allies or laying waste to their foes, Gunners are the masters of the arcane gatling gun, forging a path uniquely their own in the world of artifice and invention.

Tool Proficiency

3rd-level Gunner feature

You gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Gunner Spells

3rd-level Gunner feature

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

Gunner Spells

Artificer Level Spell

3rd

Bane, inflict wounds

5th

misty step, scorching ray

9th

lightning bolt, fireball

13th

blight, wall of fire

17th

cone of cold, flame strike

Arcane Gatling Gun

3rd-level Gunner feature

You can use a set of tinker’s tools or smith’s tools to create an arcane gatling gun at the end of a short or long rest. You can have only one gun at a time and can’t create one while one is already present. You can dismiss the gun at any time.

The arcane gatling gun is a spellcasting focus that requires two hands to wield. Spells and cantrips cast through the gun that deal damage, deal extra damage equal to your intelligence modifier. Additionally, as an action you may expend a spell of 1st level or higher into the gun to supply it with arcane fuel. The level and school of the spell will affect the properties of the fuel and the gun. The gun cannot be fueled by more than one spell at a time, and if a new spell is fed to the gun, the effects of the previous are overwritten.

Fueled by Abjuration. Your gatling gun thrums with a vibrant blue energy, emanating a protective field from the gun. When you or any allies within 20 feet of you take damage, you may reduce the damage taken by 2. This reduction in damage increases by 2 for every spell level above 1st used as the fuel. This effect lasts for 1 minute or until dismissed.

Fueled by Conjuration. Your gatling gun shakes, as it emits a static field. When you cast a cantrip or spell using the gun as a focus, roll a d4. On a roll of 1 or 4 you teleport to an unoccupied space of your choice within 5 feet of you. The maximum distance of this teleportation increases by 5 feet for every spell level above 1st used as the fuel. This effect lasts for 1 minute or until dismissed.

Fueled by Divination. Your gatling gun pulses a calming white light from its chassis. Cantrips and spells casted using this gun as a focus have an increase to their range by 5 feet. Spells with a range of touch would now have a range of 5 feet. This range increases by 5 feet for every spell level above 1st used as the fuel. This effect lasts for 1 minute or until dismissed.

Fueled by Enchantment. Your gatling gun glitters creating a shimmering purple aura around you. All allies within 20 feet of you have a +1 to ability checks and saving throws. This bonus increases by 1 for every spell level above 1st used as the fuel. This effect lasts for 1 minute or until dismissed.

Fueled by Evocation. Your gatling gun shutters with power, emitting bursts of elemental energy through its exhaust ports. Whenever you cast a damaging cantrip or spell using the gun as a focus, you deal an extra 2 damage of the same type as the cantrip or spell. This extra damage increases by 2 for every spell level above 1st used as the fuel. This effect lasts for 1 minute or until dismissed.

Fueled by Illusion. Your gatling gun appears to be blurry and shifting, yet remains perfectly functional. When you cast a cantrip or spell targeting one creature using the gun as a focus, the target must also make a DC 6 wisdom saving throw. On a failed save, the target believes you are its ally until the start of your next turn. The DC of this effect increases by 1 for every spell level above 1st used as the fuel. This effect lasts for 1 minute or until dismissed.

Fueled by Necromancy. Your gatling gun reeks a foul stench of decay, and blood trickles from its seams. When you cast a cantrip or spell using the gun as the focus, your HP maximum is reduced by 1, however every ally within 20 feet of you is healed for the same amount. This HP reduction and healing increases by 1 for every spell level above 1st used as the fuel. This effect lasts for 1 minute or until dismissed. When the effect ends, your HP maximum returns to normal.

Fueled by Transmutation. Your gatling gun begins to warp the weave of magic around you. When this effect begins, you must choose a damage type. All damaging spells cast within 15 feet of you including your own are transmuted into your chosen damage type. The distance of this effect increases by 5 feet for every spell level above 1st used as the fuel. This effect lasts for 1 minute or until dismissed.

Ergonomic Design

5th-level Gunner feature

You have modified your arcane gatling gun to be lighter and more user friendly.

  • You may now wield your gatling gun in one hand.
  • You may now  choose to supply the gatling gun with arcane fuel as a bonus action or an action.

Fire for Effect

9th-level Gunner feature

You have modified your arcane gatling gun to be more efficient at cycling low level arcana.

  • Using your gatling gun as a focus, when you cast a cantrip as an action, you may cast another cantrip that requires an action to cast, as a bonus action instead.

Advanced Arcane Reciever

15th-level Gunner feature

Your arcane gatling gun now has a much smoother system for cycling high level arcana, as well as a secondary fuel cell.

  • Using your gatling gun as a focus, when you cast a cantrip as an action, you may cast a spell of 1st level or higher that requires an action to cast as a bonus action.
  • Your arcane gatling gun may now be fueled by two different types of magic at once, gaining the effects of both types. If you have 2 fuels active and activate a third you may pick which of the two to overwrite.

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