Artificer
Base Class: Artificer

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Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with Tinker’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

By using your Tinker's tools during a long rest, you may craft one batch of ammunition. A batch of ammunition consists of 20 rounds, cumulatively costing 2g worth of materials- it is assumed you keep the materials on hand, so you may subtract the cost from your gold total.

Additionally, you can use your Tinker's tools for 1 minute to craft a small, harmless explosive- a firecracker that pops when struck on the ground, a small firework that shoots into the air then explodes into a colorful display, etc. These explosives can be used as an object interaction, and have no effect in combat.

Spell List

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

3rd Level- Burning Hands, Shield
5th Level- Aganazzar's Scorcher, Blindness/Deafness
9th Level- Pulse Wave, Thunder Step
13th Level- Otiluke's Resilient Sphere, Fire Shield
17th Level- Immolation, Destructive Wave

Tinnitus and Tinted Goggles

When you adopt this specialization at 3rd level, your exposure to the debilitating effects of explosives have made you somewhat resistant to them.

  • You are immune to the deafened condition.
  • You have advantage on saving throws against being blinded.

Glyph Cannon

At 3rd level your tinkering with uncontrolled magical explosions has helped you devise a new weapon- a Glyph Cannon. This is a custom firearm created in whatever image you desire. Your Glyph Cannon is a nonmagical Martial Ranged Weapon. You are proficient with it, and you can use it as a spellcasting focus for your artificer spells. It uses the infoblock below.

2d6 Force Damage+ Dexterity Modifier 8 lb. Ammunition (range 150/600), reload (5 shots), two-handed

 Additionally, you gain access to the following feature-

   Minor Glyph

   Utilizing the same glyphs that power your ammunition, you can create small, explosive deterrents for your enemies.

   Whenever a creature's movement would bring it within 5 feet of you, as a reaction you can set off an explosive hidden on your person. The creature must make a Constitution saving throw against your spell save DC. On a failed save, a creature is pushed 5 feet away from you and stunned until the end of their turn. On a successful save, the creature isn't stunned and isn’t pushed.

   You can use this feature a number of times equal to your proficiency bonus, and regain all uses on a long rest.

Ported, Vented, and Rechambered

At 5th level, additional time spent making adjustments to your Glyph Cannon has yielded positive results.

  • You can add your Spell Attack Modifier to your damage rolls with the Glyph Cannon.
  • You do not trigger attacks of opportunity from deafened creatures. 
  • Additionally, you gain access to the following feature-

       Thundercrack

       When you make an attack roll with your Glyph Cannon, as a bonus action you can redirect the volatile explosion from firing.

       Select 1 creature within 30 feet of you. A slender tornado of flame and high pressure air whips at them, and they must make a Dexterity saving throw against your spell save DC. On a failed save, a creature is pushed 15 feet away from you, takes 1d8 Fire damage, and is deafened until the end of their next turn. On a successful save, the creature is deafened until the end of their next turn, but takes no damage and is not pushed. This feature emits a thunderous crack audible out to 300 feet.

        This increases to 2 creatures at 9th level, and 3 creatures at 17th level.

Final Touches

At 9th level, the various modifications made to your Glyph Cannon have culminated in permanent enhancements in both mundane and magical ways. It gains the following benefits:

  • When you infuse your Glyph Cannon, you can apply two infusions to it at a time. The Glyph Cannon only takes up a single infusion slot, even when two infusions are applied to it.
  • Additionally, you gain access to the following feature- 

   Ammunition Override

   When you fire your Glyph Cannon as part of the Attack action, you can apply one of your Custom Ammunition options to that bullet. When you use these options, you don’t make an attack roll for the attack, instead using your spell save DC. You have one use of this ability, and you regain your expended use of it when you finish a long rest.

Custom Ammunition Options-

  • Rail Cannon.  The bullet fires a beam of white-hot energy forward in a line, which is 1 foot wide and 60 feet long, before disappearing. The beam pierces through objects, ignoring cover. Each hostile creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the bullet, plus an extra 2d6 Force damage. On a successful save, a target takes half as much damage.
  • Brightburst.  The bullet combusts in a flash of light and heat.  All hostile creatures within a 15 foot cone in front of you must make a Constitution saving throw at disadvantage. On a failed save, a creature is blinded for one minute. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the blindness ends.
  • Dragon's Breath. The bullet detonates as you shoot. All hostile creatures within a 15 foot cone in front of you must make a Dexterity saving throw. On a failed save, a creature takes 3d6 Thunder damage, 2d6 Fire damage, and is knocked prone. On a successful save, a target takes half as much damage, and is not knocked prone.

Nothing Personal Kid

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