Artificer
Base Class: Artificer

a recreation of the artillerist class in a way which me my friends and most likely others will enjoy that includes many different cannon types and not the boring usual 3.

Tool Proficiency

3rd-level Artillerist feature

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

Artillerist Spells

3rd-level Artillerist feature

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

Artillerist Spells

Artificer Level Spell

3rd

shield, thunderwave

5th

scorching ray, shatter

9th

fireball, wind wall

13th

ice storm, wall of fire

17th

cone of cold, wall of force

Eldritch invention

3rd-level Artillerist feature

You've learned how to create a magical invention. Using woodcarver’s tools or smith’s tools, you can take an action to magically create a Small or Tiny eldritch invention in an unoccupied space on a horizontal surface within 5 feet of you, or you may choose to throw it placing it in a unoccupied space on a horizontal surface within 20 feet of you, but as a drawback the invention takes your artificer level in damage. A Small eldritch invention occupies its space, and a Tiny one can be held in one hand or attached to the body in some way.

Once you create a invention, you can’t do so again until you finish a long rest. You can have only one invention at a time and can’t create one while your invention is present.

The invention is a magical object. Regardless of size, the invention has an AC of 18 and a number of hit points equal to five times your artificer level if said stats are unstated. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 8 hours. You can dismiss it early as an action.

When you create the invention, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the chosen options from the Eldritch inventions list. On each of your turns, you can take a bonus action to cause the invention to activate. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs and the cannon states no other movement speed to use.

Eldritch inventions

at 3rd level you may choose 3 of the provided eldritch inventions.

Alarm

Upon activation the alarm starts ringing drawing attention to it, all enemies within 30ft of the invention must make a wisdom saving throw against your spell save DC, having disadvantage to hit everything but the invention, upon further activation every enemy except for the ones that failed the save must remake the save as the alarm starts to ring louder.

Blender

Make a melee spell attack, originating from the invention, at one creature or object within 5 feet of it. On a hit, the target takes 3d8 slashing damage.

Bombardier

Make a ranged spell attack, originating from the cannon, at one creature or object within 60 feet of it. On a hit, the target takes 1d4 bludgeoning damage. everyone within 5ft of the target, including the target must make a Dexterity saving throw against your spell save DC or take 1d6 fire damage and 1d6 force damage, on a successful save they take no damage

Conduit

This invention is not able to be activated until hit with a magical damage type, when damaged with a magical damage type for the first time, it becomes resistant to it and gains that type of damage for its own attacks. upon activation, Make a ranged spell attack at one creature or object within 80 feet of it. On a hit, the target takes 2d10 damage of the type it has.

Deployable Shield

The invention has a walking and climbing speed of 10ft. upon activation all allies within 5ft of it have +2ac until the inventor's next turn.

Flamethrower

The invention exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

Force Ballista

Make a ranged spell attack, originating from the invention, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the invention.

Mobile Explosive

The invention is able to walk 20ft instead of 15 and on activation it explodes in a 15 ft radius circle each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d6 fire damage and 3d6 force damage and half as much on a successful dexterity saving throw.

Mobile storage

This invention is able to carry a max of 100lbs without being encumbered and lasts for an additional 1d8 hours. Upon activation it picks up what is in front of it

Net trap

Upon creation it becomes invisible without a perception check against your spell save DC. this invention takes a reaction to activate. upon an enemy walking through the invention they must make a Dexterity save against your spell save DC if you take a reaction to attempt to catch the enemy in the trap, upon failed save the enemy is restrained. At the start of every turn they may attempt to escape with a strength save against your spell save DC. upon escape they destroy the invention.

Protector

The invention emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of hit points equal to 1d8 + your Intelligence modifier (minimum of +1) if said creature gains more unused healing due to them being max health they gain temporary hit points until the start of the artillerists next turn.

Spell Container

This invention has a number of hit points equal to two times your artificer level. after placing, the first spell cast upon it is contained within it and deals 0 damage. upon the invention dying the spell is cast in a direction of the inventors choosing. any ally or enemy, if within 5ft of the invention, may throw it 30ft in a direction of their choosing their unarmed strike damage to the invention as an action. Upon activation the invention is given a reaction to intercept a spell attacking something or someone within 5ft of the invention, only if the invention has not contained a spell yet, this does not count as the inventor's reaction.

Tesla Coil

Make a ranged spell attack, originating from the invention, at one creature or object within 70 feet of it. On a hit, the target takes 1d6 electric damage and you may make two additional attacks towards another creature or object within 30ft of the one hit. On a hit, the targets takes 1d6 electric damage.

Trebuchet

you must use an object interaction to place an object no more than 10 pounds, in the crucible, you must be within 5ft of the turret to do so. you may make a ranged spell attack upon activation (given there is an object in the crucible) originating from the cannon, at one creature or object within 30 feet of it. On a hit, the target takes 2d8 bludgeoning damage, the creature hit must make a Constitution saving throw against your spell save DC to be knocked prone. This invention has only 5ft of walking and climbing speed and may not be tiny

Arcane Firearm

5th-level Artillerist feature

You know how to turn a weapon into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver’s tools to carve special sigils into a weapon and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.

You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell’s damage rolls equal to the number rolled.

Additional inventions

You gain an additional 2 eldritch inventions to use along with your other choices.

Quick inventor

9th-level Artillerist feature

Every eldritch cannon you create is paired with an ally cannon

  • you may now deploy 2 eldritch inventions a long rest
  • you may have both eldritch inventions out at the same time
  • you activate both eldritch inventions in one bonus action
  • you may not deploy both eldritch inventions in one action

Fortified Position

15th-level Artillerist feature

You’re a master at forming well-defended emplacements using Eldritch Cannon:

  • You and your allies have half cover while within 5 feet of a invention you create with Eldritch invention, as a result of a shimmering field of magical protection that the cannon emits.
  • You can create two inventions with the same action, and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can’t create a third cannon while you have two.

Amazing Inventor

you are able to choose an additional 3 inventions from the eldritch inventions list to use in conjunction with your other inventions as well as you are able to have 3 different inventions out at the same time

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