Artificer
Base Class: Artificer

Through the application of the sciences via observation, trial and error many truths have been revealed about how one substance reacts to another.  Consistencies and patterns in correlation to types of crimes/events.  It is through the regular practice of professionally developed methods that one may find a truth that would be hidden to any that don't know how to look.

Tools of the Trade

When you adopt this specialization at 3rd level, you gain proficiency in 2 languages of your choice and you gain proficiency with Alchemy Supplies. You can distill spirits (for both work and after work.  What's a gumshoe without a cheap scotch?).  If you already have proficiency with Alchemy Supplies, you may choose another set of artisan's tools.

Investigator Spells

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

Investigator Spells

Artificer Level

Armorer Spells

3rd

Command, Detect Poison and Disease

5th

Hold Person, Locate Object

9th

Sending, Speak with Dead

13th

Compulsion, Locate Creature

17th

Hold Monster, Legend Lore

Enhanced Technique

Beginning at 3rd level, you're regular practice of investigative skills has made you an expert in your field. You gain proficiency in Investigation and Insight. When investigating a specific piece of evidence, crime scene, event; or questioning witnesses or experts; you can double your proficiency bonus (if already proficient with) any relevant skills (Investigation, Insight, Perception, Knowledges). 

Crime Scene Investigator

Beginning at 3rd level, you've begun to practice the skills that put you a step above your peers. You're able to use your alchemy supplies to uncover truths that may otherwise be undetectable.  You can make an investigation, perception and/or insight check to discover evidence in the vicinity of a crime or event you investigating.

  • Using forensics, you're able to learn things you may have missed with the use of other skills or magic
  • You can reduce an investigation, insight and/or knowledge skill check related to the finding or pursuing of evidence
  • You can retry a failed investigation/insight/knowledge check related to the items you are studying

Alchemy in Practice

Beginning at 5th level, you're able to use your firearm (or hand crossbow) as your spellcasting focus in combat. Through the combination of your scientific method, magical ability and art of infusion, you're able to modify the 'repeating round' infusion. Choose A. Transmutation shots or B. Infused Cartridges below.

This is a magical modifier to an infusion that consumes one of your attunement slots.

 A. Transmutation shots
Alchemical attachments modify your repeating rounds

  • Shots require a bonus action to swap and activate attachment
  • Only 1 attachment is connected and active at a time
  • To create attachments, you require 8 hours of uninterrupted work time with the artisans tools selected as your arcane focus for artificer (not pistol), alchemy supplies and the necessary materials (Determined by DM/equivalent spells, ie: firebolt, ray of sickening, etc)

 

  • Ice transmutation
    This muzzle flares with a cold blue flash and changes a round into a sliver of ice
    • Normal damage +proficiency cold
  • Fire transmutation
    This powder has a brightness to it that belies its carbon black color. When firing the powder sparks and smokes.  The repeating round exits the barrel with an unusually bright blue/white sheen.
    • Normal damage +proficiency fire
  • Acid transmutation
    This vial hanging from the pistol grip sloshes around, empties with every shot, but somehow seemingly refills itself for the next
    • Normal damage +proficiency acid
  • Lightning transmutation
    This oil coating your barrel shrouds a repeating round with crackling blue tendrils
    • Normal damage +proficiency lightning
  • Thunder transmutation
    This muzzle attachment seemingly does nothing, but firing a round makes no noise.  Instead the round booms loudly on impact
    • Normal damage +proficiency thunder
  • Poison Transmutation
    This tiny vial hangs from the pistol grip with a clear oily substance adhering to the glass.
    • Normal damage +proficiency poison
    • Con Save or be poisoned
    • Usable a number of times per long rest equal to your proficiency bonus
  • Personal Defense transmutation
    This powder gives a round the physical properties of a lead ball, deforming on impact to deliver more ‘stopping power’
    • Normal damage +proficiency bludgeoning
    • Con Save or be stunned until the end of your next turn
    • Usable a number of times per long rest equal to your proficiency bonus

 

B. Infused Cartridges
These are carefully preserved magazines of repeating shots that have been painstakingly infused with magic.

  • Creating a new magazine for a pistol (or hand crossbow) requires 8 hours of uninterrupted time with alchemy supplies.  Empty magazines can be reloaded.
  • Loading a magazine requires 1 hour to load Proficiency Bonus shots and can hold Proficiency Bonus x2 rounds.
  • To infuse the magical ammunition, 4 hours must be spent with alchemy supplies and your arcane focus before the spell can be cast on the ammo and the process completed.
  • New infusions can be made with new spell levels or the appropriate scrolls (DM Discretion)
    • If the spell is of a level you cannot cast, follow the guidelines for casting higher level scrolls, but for the purposes of infusing a magazine, add your proficiency bonus to the  check.
      • Creating new spell infusions requires time, practice and effort.  The first time a new infusion is being made, it requires 1 day/spell level and the ability to cast the spell each day.  ie: 5 days for a 5th level spell.
        • When using scrolls, this requires using 5 scrolls for the 5th level spell and 5 consecutive successes in the casting.  The help action can be provided by someone able to cast the spells naturally.
    • Firing an infused shot requires a bonus action to activate the magazine to be used and follows the repeating shot rules, except that the rounds are limited.

  

  • Force Shot (Magic Missile infusion)
    • A red glowing dot flies from the barrel seemingly alive and chasing the target
      • The bullet fired does force damage and adds 1d4+1 force damage
      • The shot has advantage to hit
  • Snare Shot (Snare infusion)
    • A hollow blue globe flies from the barrel and surrounds your target
      • Normal damage
      • On hit, creature must make a Dex Save or be ensnared 3ft in the air (Save each round)
      • Duration 1 minute
  • Slick round (Grease Infusion)
    • As this round impacts, it quickly melts into a viscous fluid that flows down the target pooling at their feet
      • Normal damage
      • On hit, creature must make a Dex Save or slip and be knocked prone (oil fills a 5ft square in a line up to 20ft behind the target as they move)
      • Duration 1 minute
      • Squares can be ignited causing fire damage to anyone in it or that steps in it for the duration, possibly applying the burn effect to the target coated in oil.
        • Target can use 1 action to stop drop and roll to stop the burning
        • Another creature can use an action to smother the fire
  • Tracer round (Faerie Fire infusion)
    • This glowing ball of hardened paint explodes on impact and wraps whatever it hits in glowing tendrils of paint
      • Normal damage
      • On hit, target is marked by glowing paint.  (Normal Faerie Fire effects, but only single target)
      • Creature or ally can use an action to wipe the paint off
      • Duration 1 minute
  • Ana's healing darts (Cure Wounds infusion)
    • A small magical dart with a large needle and visible red liquid flies from the barrel of the pistol
      • No damage
      • On hit, creature gains 1d8+int HP
  • The whip (Thorn Whip infusion)
    • When this seed impacts a target, it sprouts a long vine that immediately seeks to root itself, dragging whatever it was attached to with it
      • Normal damage
      • On hit, pulls creature up to 10ft towards you

Subject Matter Expert

Beginning at 9th level, you are now the expert in the field of forensics and through a combination of practice, experience, trial and error have begun developing newer and better methods of investigating crimes and events, after the fact.  You've also gained an eye for detail that lets you spot trouble well ahead of it spotting you.

  • When investigating on the scene or afterwards you now roll investigation, perception and insight with advantage.
  • When using an expert or witnesses skills to gather information, they now have expertise.  If they already had expertise, they now roll with advantage.
  • When rolling for initiative, you can add your intelligence modifier to the roll.

Greatest Detective

By 15th level, you have garnered so much experience in various situations that nothing surprises you anymore, nothing goes unnoticed and you quickly see patterns that tie back to previous cases.  And, your constant practice of your skills have helped you hone your craft.

  • Anytime you search for evidence, you automatically succeed, though, some extremely rare or difficult cases may still require a roll.
  • You can now cast Scrying without expending a spell slot, without preparing the spell and without providing the material component, provided you use your forensics to gather some details on the target.  For the purposes of this casting, you count as being familiar with the target.  People are so rarely unique as they think
  • Your transmutation shots now add your alchemical proficiency bonus (tool proficiency) to damage.
  • You now create twice as many Infused Cartridges/rounds and when using scrolls to create new infused cartridges, you double your proficiency bonus.
  • Your Alchemy in Practice no longer consumes an attunement slot.

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