Base Class: Artificer
The Manor Lord comes from a long lineage of wealth and power. Rulership has been equal parts kind and demanding, and Manor Lords have spent equal parts of their time developing their intellect and enjoying the luxuries of nobility. The Manor Lords did not invent firearms, but they adapted them for grand hunts and sport shooting. They also develop a special bond with their hunting dogs, granting them several bonuses.
Legacy of the Hunt
3rd-level Manor Lord feature
Having been trained by a relative from a young age, you gain proficiency with Animal Handling and Survival, as you and your Hound track prey easily, even in exotic terrain.
Tinkered Rifle
3rd-Level Manor Lord Feature
In conjunction with their dedication to sport shooting, the Manor Lord's studies have given them further insight into the operations of firearms, allowing them to craft their own Tinkered Rifle.
The Tinkered Rifle is a firearm which you are proficient with, and deals 1d10 + Dexterity modifier damage on a hit. This firearm may also be used as a spell-casting focus, and gains additional benefits at higher levels:
- Tinkered Rifle Damage increases to 2d10 at 9th level
Manor Hound
3rd-level Manor Lord feature
Your family has raised loyal hunting dogs for generations. Upon returning or leaving home, you may bring your Manor Hound with you. The Manor Hound is very well-trained and understands basic human speech.
Though they appear to be normal hunting dogs to the untrained eye, these are not mundane creatures. The Manor Hound is a lineage as old as the Manor Lord, and just as magical.
The Manor Hound is a magical creature. Regardless of size, the Manor Hound has an AC of 16 and a number of hit points equal to five times your artificer level. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0) except for Dexterity, which is 20 (+5). The Manor Hound has a movement speed of 50 feet. It disappears if it is reduced to 0 hit points, but can be summoned again if you spend 8 or more hours and 100 gp.
The Manor Hound follows basic commands with ease, and unlocks additional actions as shown in the Hound Actions table. On each of your turns, you can take a bonus action to order the Manor Hound to activate if it can hear you. As part of the same bonus action, you can direct the Manor Hound to walk or climb up to its movement speed to an unoccupied space. If you do not order the Manor Hound, it takes the Dodge action, and if you are incapacitated, it returns to your side to protect you and itself as best as it can.
Hound Actions
| Action | Effect |
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Bite |
The Manor Hound makes a Bite Attack against a creature of your choice (Int+PB to hit, 1d10 + Int piercing damage). If the attack hits, the Manor Hound may latch on to the target as it sinks its teeth in. If the target is size Medium or smaller, its move speed is reduced by half while it is bit this way, and it takes 2d4 damage at the start of the Manor Lord's turn until the Hound is removed. The bite is removed if the Hound Takes damage from any source. |
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Dual Strike (5th Level) |
When the Manor Hound latches on to a target, the Manor Lord may make one Tinkered Firearm attack at the target as a free action. |
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Rupture (9th Level) |
At 9th level, The Manor Hound's Bite causes targets to bleed. They receive an additional 1d6 damage from all attacks until the start of the Manor Lord's next turn. |
Weak-Point Targeting
5th-level Manor Lord feature
Furthering your practice and studies allows you to make snap targeting judgments on the fly. You may choose to add your Intelligence modifier to one attack and damage roll made with your Tinkered Rifle. You may use this feature a number of times equal to your Intelligence Modifier + your Proficiency Bonus, regaining all expended uses on a long rest.
Expanded Pack
9th-level Manor Lord feature
Beginning at 9th level, you garner more respect to among your Manor Hound lineage. You may now summon a second Manor Hound, provided you spend 8 hours and 100 gp to do so. Manor Hounds in a pack gain additional features:
- Manor Hound attacks count as magical for the purpose of overcoming magic resistance.
- Manor Hounds benefit from pack tactics, though only if the other is within melee range of the target.
- You may only make one free attack on a successful Bite attack per round, increasing to two at fifteenth level.
- If both Manor Hounds Bite and latch onto a Medium creature, it becomes immobilized. If they latch onto a Large creature, its speed is reduced by 3/4, and if they latch onto a huge creature, its speed is reduced by half. This effect stacks with difficult terrain.
Full Pack
15th-level Manor Lord feature
You are renown as a true master among your lineage of Manor Hounds, granting you a third Manor Hound and the following features:
- You may now make a free attack on two successful Manor Hound Bites per round, instead of just one
- Three Manor Hounds may immobilize creatures Huge or smaller, Two may immobilize creatures Large or smaller, and One may immobilize creatures Medium or smaller.
Previous Versions
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7/15/2024 9:39:08 PM
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Coming Soon
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