Artificer
Base Class: Artificer

A Spellslinger uses their knowledge of technology and magic to create a new type of arcane focus that acts as both a way to cast spells and fire projectiles at their enemies. A Spellslinger can empower the focus so the ammunition is attuned to the spells they cast or store spells into separate projectiles to stop anyone that gets in their way. Whether it be for the pursuit of knowledge or for more coin a Spellslinger will get their way by bullet or spell.

Tools of the Trade

When you adopt this specialization at 3rd level, you gain proficiency with Tinker's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

 

Arcanotech Firearm

At 3rd level when you choose this specialization you create a Firearm that is part magic and ranged weapon. Once created it gets its function as the firearm but is also your focus for spell casting. The weapon uses your dexterity modifier when fired dealing 1d6 piercing + your dexterity modifier. This weapon holds up to 3 bullets and at 5th level can be upgraded to 6. 

Elemental Ammo

After casting a cantrip or spell your weapons next shot will add 1d4 of the same element the spell was. *IE you case the cantrip 'Firebolt' and your next normal attack will an extra 1d4 fire damage. At 5th, 9th and 15th level add another D4 at each level.

Spellslinger Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Spellslinger Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Spellslinger Spells
Artificer Level                                                                Spellslinger Spells
3rd                                                                                 Chromatic Orb, Ice Knife
5th                                                                                 Gust of Wind, Shatter            
9th                                                                                  Fireball, Lightning Bolt
13th                                                                               Dimension Door, Wall of Fire
17th                                                                                Cloudkill, Cone of Cold

 

Fan the Hammer

Starting at 5th level you become an expert at quickly fire and reloading your weapon. You gain 4 fan the hammer points allowing you to fire three quick shots off in succession either at the same target or split between two other targets. You may also use this as a bonus action but only to fire one shot at disadvantage. These charges refresh after a short or long rest. You gain an extra charge at 7th and 15th level.

Spell Bullets

Starting at 9th level you can infuse up to 3 special shots per long rest. When loaded you may fire them all at once dealing the damage of the spell adding both your dex and your int mod. You may also choose (up to how many shots are fired) targets to direct parts of the spells damage. Using a spell that deals damage in an area must be rolled to hit but no longer has a saving throw to lower the damage and their area of effect is lowered by 1/4 of its original value. IE Casting 'Fireball' and attacking three enemies you split the overall damage it deals between the three enemies. It also only does an damage in a 4 foot radius originated from the person. Anyone around the person hit will make the Dex save to lower the damage from that specific instance. You can not overlap damage in this way and if another enemy were to need to make multiple dex they only need to pass one to take reduced damage.

Explosive results

At 11th level when you gain your spell stored item from your base class you can as a bonus action throw the item at an enemy. You can then use your Action to attack the item and on a successful hit it will activate it casting the spell stored within. You may use Fan the Hammer and Spell Bullet features to proc the item as well in which case the item's spell will be resolved first. At level 20 when you make the spell stored item you can apply a 3rd or 4th level spell.

Slinging Spells and Casting Shells

At 15th level you gain the following:

  • Your Elemental Bullets now effect the entire magazine and lose the element when using a different elemental spell OR you reload the weapon.
  • You can now Infuse 6 bullets with spells instead of 3
  • Anytime you do an attack roll with your weapon or spells you add half of your Intelligence or Dexterity to the attack roll and damage* (unless already doing so) respectively.
  • You may make an extra spell stored item.

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