Base Class: Artificer
Reviled as heretics and madmen on their home world, the original Powder Keg Hunters are no more. But their teachings have proliferated throughout the multiverse, drawing in those who enjoy the smell of gunpowder, and the satisfying thump of what remains of their enemies going splat. Powder Keg Artificers are all unique, united only by the motto "If a weapon don't got kick, it ain't worth it".
From explosive ammunition to intricate trick weapons, if Powder Keg Artificers are known for one thing, it's making their foes go Boom.
Tools of the Trade
3rd-level Powder Keg feature
You gain proficiency with firearms and smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Powder Keg Spells
3rd-level Powder Keg feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Powder Keg Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Powder Keg Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
fireball, counterspell |
|
13th |
|
|
17th |
flame strike, wall of force |
Trick Weapon
3rd-level Powder Keg feature
On the world in which the Powder Keg tradition originated, the one thing that all the factions of the Hunter's Workshop agreed upon was the power of Trick Weapons. Trick Weapons combine aspects from two different weapons, allowing for adaptability and versatility in the heat of battle. When you gain this feature at level 3 you construct one trick weapon of your choice from the list below. Each of which have their own special properties. You decide the appearance of the Trick Weapon you Choose. Alternatively, you may work with your DM to construct a unique Trick Weapon with its own properties.
Due to your tireless enchantments these weapons use your Intelligence modifier instead of Strength or Dexterity for their attack and damage rolls, count as magical for the purposes of overcoming resistance, and you cannot be willingly disarmed from them so long as you are not incapacitated.
Boomhammer
The Boomhammer is one of the more... explosive creations of the Powder Kegs. At first glace it could be mistaken for an ordinary sledge hammer, albeit one with a vent in the back of the head that periodically releases bursts of flame. But in its transformed state, it becomes clear that it is a Trick Weapon. In its transformed state, the Boomhammer becomes a hand held cannon, capable of dealing devastating damage to it's target. To transform this trick weapon from one form to another you must use your bonus action. In addition to these properties, the Boomhammer is also capable of using a special ability in its hammer form, detailed below:
Explosive Swing. You cause the head of the hammer to be engulfed in flames, dealing an extra 1d6 fire damage on your next successful attack and knocking your target back 5 ft. You can do this a number of times equal to your Intelligence modifier. You regain all expended uses once you finish a long rest.
Revolving Rifle
At first appearing as no more than an ordinary revolver, the Revolving Rifle's strength is not in flashy explosions or arcane gimmicks, but instead in its versatility. When transformed this revolver's grip elongates into a stock and its barrel into that of a rifle, with sights forming from the interior of the mechanisms. To transform this trick weapon from one form to another you must use your bonus action. In addition to these properties, the Revolving Rifle is also capable of using a special ability in its revolver form, detailed below:
Quickdraw Parry. As a reaction you can attempt to parry an attack made against you by a creature within 5 ft. of you. Roll an attack against the attacker's armor class. On a hit the target takes the revolver's normal damage, but you are still hit with the triggering attack. On a roll of 15 or higher on the d20, the attacker is stunned, taking the revolver's damage and missing its attack.
Umbrasaw
One of the more duplicitous of the Trick Weapons, the Umbrasaw appears, for all intents and purposes, as a normal umbrella, but nothing could be further from the truth. Concealed in the handle of the umbrella is a short-bladed sword with its false edge covered in saw teeth for maximum damage potential. In the weapon's transformed state, the umbrella opens up, acting as a shield, and the tip of the umbrella retracts to reveal a muzzle, capable of firing a spread shot that can catch multiple targets in its radius.
Rip and Tear. You can attempt to use the saw teeth of the short sword to inflict lasting damage. When you successfully make a melee attack against a target you can use your bonus action to force them to make a Constitution saving throw against your spell save DC. On a failed save the target takes an extra 1d6 slashing damage, and takes this damage again at the start of each of its turns for the next minute. The target can repeat this saving throw at the end of each of its turns, ending this effect on a success.
Unique prototype
You may work with your Dungeon Master to create your own Trick Weapon, the specifics of which you decide together. you may use the options presented here as a starting point, or you may design a weapon that is completely your own. Just remember the Powder Keg motto, "If a weapon don't have kick, then it just ain't worth it"!
Extra Attack
5th-level Powder Keg feature
You can attack twice, rather than once, whenever you take the attack action on your turn.
Enchanted Ammunition
5th-level Powder Keg feature
Your constant experiments with various methods of making monster splatter against the walls have born fruit. Through arcane enchantments you are now able to create various enhanced ammunitions that can be modified for use in bows, crossbows, or firearms. Once per long rest, as an action you can enchant an amount of ammo equal to your Intelligence modifier, so long as you have the ammo to enchant. Any enchanted ammo reverts back to normal ammo when you take your next long rest. Loading a piece of enchanted ammunition requires a bonus action. Alternatively you can substitute one of your attacks, if you have multiple attacks per action.
The ammunition that you enchant can have any of the following effects:
- Explosive Round. The target and everyone within a 10 ft. sphere centered on them must succeed a Dexterity saving throw against your spell save DC or else take an extra 3d4 fire damage.
- Frostbite Round. The target must make a Constitution saving throw against your spell save DC or else have their movement reduced by half until the end of their next turn.
- Vortex Round. Any creature within 30 ft. of the target must succeed on a Strength saving throw against your spell save DC or else be pulled up to 25 ft. closer to the target.
- Grappling Round. After firing this round, you may choose to pull yourself up to 60 ft. towards your target, or make the target roll a Strength saving throw or get pulled up to 60 ft. closer to you. You may repeat this action again as a bonus action on subsequent turns. if your target succeeds on its saving throw it breaks free of the grappling round.
- Flash Round. The target must make a Constitution saving throw or else be blinded until the end of their next turn.
Arcane Granade
9th-level Powder Keg feature
Your experiments in pyrotechnics and explosives technology have lead you to the innovation of arcane grenades, small spherical charges etched with mystical runes that produce a variety of effects. As an action you can create a number of arcane grenades equal to half your Intelligence modifier rounded up. Once you preform this action you cannot do so again until you finish a long rest, and all unused arcane grenades vanish when you finish a long rest. Each Grenade requires an action to use and has a thrown range of 60 ft.
The various effects of arcane grenades are as follows:
- Pulse Grenade. Once deployed, the grenade sends out a pulse in a 120 ft. radius sphere centered on itself that shows you the outlines of all creatures in its radius for the next minute, even through walls or other solid barriers. Creatures that are invisible or otherwise canceled must make a Dexterity stealth check against your spell save DC or else be revealed by this effect. Only you will be able to see the outlines of creatures caught in the radius of this grenade.
- Haze Grenade. After this grenade is activated it explodes, releasing an arcane smoke in a 15 ft. sphere centered on itself. The area inside this sphere is heavily obscured, and lasts for 5 rounds, or until it is dispersed by the gust of wind spell or similar effect.
- Shock Grenade. This grenade releases a jolt of arcane energy in a 20 ft. sphere centered on itself. Any creature in this area must make a Dexterity saving throw or take 6d6 lightning damage, or half as much on a successful save.
Concentrated Firepower
15th-level Powder Keg feature
You have unlocked the true power behind the most dangerous energies in the multiverse, and using your arcane knowledge you can now bend these energies to your will for devastating effect. As an action you can project explosive force in a straight line starting from you that is 5 ft. wide and 100 ft long. Each creature in its path must make a Dexterity saving throw against your spell save DC or take 5d10 force damage and 5d10 fire damage, taking only half damage on a successful save. Once you use this action you must take a long rest before you can do so again.
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