Artificer
Base Class: Artificer

Spellslinger are gun-toting wizards who can unleash a constant barrage of spells and bullets and transform their enemies into harmless livestock with the snap of a finger.

Whether they're slinging spells or shooting shells, Spellslingers know that in the world, an adventurer survives by force of arms and arcana. While others may view their guns as mere weapons, the Spellslinger has trained rigorously until it becomes an extension of their own magical will, weaving gun and grimoire together to enhance their spells and imbue their weapons.

Spellshot

Beginning at 3rd level, you gain access to special arcane focus called Spellshot. It is a combination of range weapon with your arcane focus. It has the following rules:

  • You can select any magic range weapon or magic focus as your Spellshot.
  • You gain all it's bonuses when casting spells through it (for hit bonuses it applies to first damage roll only).
  • It requires attunement, but if you are using magic weapon it is treated then as the same item attunement.
  • You can apply number of infusions on your Spellshot equal your proficiency bonus or half rounded down if you selected magic item as your spellshot.
  • Your Spellshot allows you to change cantrips Saving Throw to Spell Hit rolls where you can select target.
  • If your Spellshot takes both of your hands (as two handed or two one handed items), you are increasing damage die of the cantrip similar to use of versalite feature. But using it with one hand does not impose disadvantage on shooting in close range.

Extended Spells Table

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

* For damaging cantrip you can select any damaging cantrip requiring target attack from any arcane spellcaster list (Artificer, Bard, Sorcerer, Warlock, Wizard), but they always use Inteligence as spellcasting ability.

http://dnd5e.*******.com/spells:dunamancy

Level Spells
3th Extra cantrip, Magnify Gravity
5th Extra cantrip, Wristpocket
9th Extra cantrip, Pulse Wave
13th Extra cantrip, Gravity Sinkhole
17th Extra cantrip, Telekinesis

Macgyver

Starting at 3rd level, you can cast any cantrip from any class, but only as a ritual.

Meanwhile, you can swap one infusion to another infusion you know in bonus action.

 

Magical Precision

Beginning at 5th level, you add Inteligence modifier to one spell damage die while targeting enemies with Spellshot.

Also, you can target more enemies with your cantrips and split base damage die per them. Targets have to be in your spell range and you need to roll hit and damage separately for each of them.

Side Effects

At 5th level, you improve secondary effect of your cantrip. When you hit or enemy loose saving throw your secondary effect is improved by one by each additional die after base one.

Makeshift Grenades

At 9th level, you gain one from the cantrips dealing AoE damage like Create BonfireSword BurstThunderclap or Word of Radiance. In addition of normal usage, you can hurl a grenade with this spell to attack targets at thrown distance gaining the same bonus as your shots from Spellshot. Each thrown granade (not cantrip casted targeting yourself) benefits from Spellshot bonuses and each gain additional bonus:

  • Create Bonfire - leave area of fire for the next turn
  • Sword Burst - deal slashing and piercing and push targets 10 feets away
  • Thunderclap - give Deafened status when enemy fails your spell DC
  • Word of Radiance - give Blidness status when enemy fails your spell DC

Technology Spark

At 15th level, when you cast a spell in your action, you can cast damage cantrip in a bonus action. In this case you deal only one damage die.

When you cast spell in bonus action, you can cast a cantrip dealing normal damage.

In addition your cantrip spells and infusions are not treated as Spells. Instead they are treated as Spell-like Abilities, which bypass spell's limitations and cannot be countered etc. It reflects technological nature or natural source of your magical abilities rather than magic source used by other spellcasters.

Spellslinger Image

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