Base Class: Artificer
You have spent years of your life studying the controversial science of Technomancy. Although you aren't a master yet, your knowledge puts your skills above most others. You are capable of creating contraptions, gadgets, and weapons that utilize technomancy.
Tool Proficiency
3rd-level Technomancer 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.
Technomancer Spells
3rd-level Technomancer feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Technomancer 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 |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Technomancy Cannon
3rd-level Technomancer feature
Technomancy Cannons
| Cannon | Activation |
|---|---|
|
Unstable Flamethrower |
The cannon 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 3d8 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. Every time this cannon is activated, roll a D6. On a 1, the cannon malfunctions and blows up causing damage in a 10ft radius. |
|
Experimental Laser |
Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 3d6 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon. If the ranged spell attack is a critical (Natural 20), the damage is tripled however the turret explodes. |
|
Shield Generator |
The cannon emits a burst of protective energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1). You may choose to overcharge the generator, which will cause it to output maximum shields but explode at the end of its turn. |
Technomancy Firearm
5th-level Technomancer feature
You know how to turn a mundane firearm into a Technomancy infused Firearm, a conduit for your destructive spells. When you finish a long rest, you can use smith's tools to engrave special sigils into a firearm, infusing it with Technomancy. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.
You can use your Technomancy 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.
Explosive Cannon
9th-level Artillerist feature
Every eldritch cannon you create is more destructive:
- The cannon’s damage rolls all increase by 1d8.
- As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.
- Your Technomancy Cannons can be medium or large in size now.
Fortified Position
15th-level Technomancer feature
You’re a master at forming well-defended emplacements using Technomancy Cannon:
- You and your allies have half cover while within 10 feet of a cannon you create with Technomancy Cannon, as a result of a shimmering field of magical protection that the cannon emits.
- You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), 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.
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