Base Class: Artificer
A Cartridge Caviler takes the basic ranged weapons and turns them into an arcane device. This devastating power allows them to augment the nature of a ranged weapon. And when they bring this power to battle they seek to decimate their foes in search for greater prowess. The gunslinging elder kobold artificer Indus Hephedium has been especially known for the start of this practice, stating: “It’s about time someone made these contraptions more deadly!”
Tool Proficiencies
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. You also gain proficiency in Martial Weapons.
Cartridge Caviler Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Cartridge Caviler Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
| ARTIFICER LEVEL | SPELL |
|---|---|
|
3rd |
Hunters mark, Shield |
|
5th |
Invisibility, See Invisibility |
|
9th |
Haste, Nondetection |
|
13th |
Arcane Eye, Freedom of Movement |
|
17th |
Mass Cure Wounds, Mislead |
Arcane Ammunition
You have created a source of Ammo that uses your arcane knowledge to inflict lethal damage. Starting at 3rd level when you select this specialist, you can create a number of magical bullets of an amount equal to 1+ Your Intelligence modifier. You can use your Smith's Tools or Tinker's Tools, to create different types of ammunition, once you do so you can’t do so again until you finish a long rest or until you expend a spell slot to create one. You choose two types of ammunition, when you get a level in this class you can change one of your ammunitions to a different one. You must pick from the same level of ammunition or lower. (Ex. you can swap tentative toxin for chilling choke, you can swap psychic sink for chilling choke, but you can not swap tentative toxin for psychic sink.) If the Ammunition requires a saving throw the DC is your spell save DC (DC = 8 + your Intelligence modifier + your proficiency bonus.)
The amount of ammunition you can have increases to two times your Intelligence modifier at 9th level, and then again to three times you Intelligence modifier at 15th level. As well as the number of ammunition types you can have increase by two at 9th level and 15th level.
| Ammunition |
EFFECT |
|---|---|
|
Tentative Toxin |
You imbue your Ammunition with a sliver of sickness. When you hit a creature with a ranged attack using this Ammunition the creature suffers from a lethal poison coursing through their veins, the creature takes an extra 1d8 poison damage and is poisoned until the start of your next turn. |
|
Force Fracture |
You imbue your Ammunition with a spectral energy. When you hit a creature with a ranged attack using this Ammunition the creature feels a spectral energy shove them, the target takes an extra 1d10 force damage and need to succeed on a Strength saving throw or be pushed 15 ft. away from you, in any direction you choose. |
|
Chilling Choke |
You imbue your Ammunition with a freezing force. When you hit with a ranged attack using this Ammunition the target's body is hit with a deathly cold, it takes an extra 2d6 cold damage and is slowed. At the end of the creature's turn they must make a Constitution saving throw. The creature is Slowed until they succeed on a Constitution saving throw, or reach a maximum number of rounds equal to your proficiency bonus. Ex. (They can only be slowed for 2 rounds at level 3. 3 rounds at level 5. etc.) |
|
Booming Blast |
You imbue your Ammunition with a roaring ring. Whether you hit or miss with a ranged attack using this Ammunition the creature hears a thunderous clap, Every creature within a 15 ft. radius sphere takes 1d12 thunder damage and must make a Wisdom saving throw or be knocked prone, and deafened for a number of rounds equal to your proficiency bonus. |
|
Radiant Ricochet |
You imbue your Ammunition with searing signals. When you miss with a ranged attack using this Ammunition a bright flash materializes as the bullet reflects off of its target, the target takes 2d6 radiant damage and the bullet ricochets, you can choose to roll to hit a different creature or try to hit the original target. If you try to hit the same target you do so with disadvantage, but if you try to hit a different creature you do so with advantage. If you hit the target it takes 2d6 radiant damage and you don't gain the benefit of the ricochet. If you target a different creature and hit it takes the weapons base damage, if you miss you don't gain the benefits of ricochet. |
|
Psychic Sink |
You imbue your Ammunition with a rune of psychosis. When you hit a creature with a ranged attack using this Ammunition the creature experiences a snap in their psyche, a creature takes an extra 2d4 psychic damage and must succeed on a Intelligence saving throw or be stunned until the end of your next turn. A creature immune to the charm, stun, or fear condition(s) are immune to this effect. |
|
Shocking Shot |
You imbue your Ammunition with electrical static. Whether you hit or miss with a ranged attack using this Ammunition the bullet shatters releasing the stored arc of lightning, the target must make a Dexterity saving throw taking an extra 1d12 lightning damage on a failure or half as much on a success. |
|
Bruising Bolt |
You imbue your Ammunition with battering binds. When you hit a creature with a ranged attack using this Ammunition the creature becomes caught in an ever tightening rope, the target takes an extra 1d8 bludgeoning damage and is restrained. The creature can take an action to make a Strength check to break out of its bindings. As a Bonus action you can cause the rope to tighten, the target 1d6 bludgeoning damage. |
|
Disrupting Damage |
You imbue your Ammunition with a cutting precision. When you hit with a ranged attack using this Ammunition you sink it deep into them like a blade to the hilt, the target takes an extra 1d10 slashing damage and has disadvantage on its next ability check, attack roll, or saving throw. In addition if the creature is concentrating on a spell or effect that requires concentration the DC for the concentration check is the full damage it took from this attack or 10 whichever is higher. |
|
Bursting Bullet |
You imbue your Ammunition with an arcane fire. Whether you hit or miss with a ranged attack using this Ammunition it causes a small arcane explosion. Every creature within a 10ft. radius sphere must make a Dexterity saving throw. On a failed save the creatures take an extra 2d8 fire damage. On a successful save the creature takes half damage. |
|
Dreadful Dart |
You imbue your Ammunition with dark fuel. When you hit with a ranged attack using this Ammunition the target feels the shadows around it strike with the bullet, the target takes an extra 1d10 necrotic damage and needs to make a Charisma saving throw. On a failed save the target suffers the effects of the Bane spell and can't take reactions until the end of your next turn. On a successful save the target doesn't suffer from the effects of the Bane spell or lose its reactions, but it does take an extra 1d10 necrotic damage. |
|
Acidic Assault |
You imbue your Ammunition with a highly unstable chemical. When you hit a creature with a ranged attack using this Ammunition the creature's skin boils as the chemical seeps on to it, the target takes an extra 2d8 acid damage and at the start of your next turn it takes an additional 1d8 acid damage. The creature can spend an action to remove the acid. The acid lasts for a number of rounds equal to your proficiency bonus. |
Acidic Assault
You imbue your Ammunition with a highly unstable chemical. When you hit a creature with a ranged attack using this Ammunition the creature's skin boils as the chemical seeps on to it, the target takes 2d8 acid damage and at the start of your next turn it takes an additional 1d8 acid damage. The creature can spend an action to remove the acid. The acid lasts for a number of rounds equal to your proficiency bonus.
Booming Blast
You imbue your Ammunition with a roaring ring. Whether you hit or miss with a ranged attack using this Ammunition the creature hears a thunderous clap, Any creature within a 15 ft. radius sphere takes 1d12 thunder damage and must make a Wisdom saving throw or be knocked prone, and deafened for a number of rounds equal to your proficiency bonus.
Bruising Bolt
You imbue your Ammunition with battering binds. When you hit a creature with a ranged attack using this Ammunition the creature becomes caught in an ever tightening rope, the target takes 1d8 bludgeoning damage and is restrained. The creature can take an action to make a Strength check to break out of its bindings. As a Bonus action you can cause the rope to tighten, the target 1d6 bludgeoning damage.
Bursting Bullet
You imbue your Ammunition with an arcane fire. Whether you hit or miss with a ranged attack using this Ammunition it causes a small arcane explosion. Any creature within a 10ft. radius sphere needs to make a Dexterity saving throw. On a failed Dexterity saving throw the creatures take 2d6 fire damage. On a successful save the creature takes half damage.
Chilling Choke
You imbue your Ammunition with a freezing force. When you hit with a ranged attack using this Ammunition the targets body is hit with a deathly cold, it takes 2d6 cold damage and is slowed. At the end of the creatures turn they must make a Constitution saving throw. The creature is Slowed until they succeed on a Constitution saving throw, or reach a maximum number of rounds equal to your proficiency bonus.
Disrupting Damage
You imbue your Ammunition with a cutting precision. When you hit with a ranged attack using this Ammunition you sink it deep into them like a blade to the hilt, the target takes an extra 1d10 slashing damage and has disadvantage on its next ability check, attack roll, or saving throw. In addition if the creature is concentrating on a spell or effect that requires concentration the DC for the concentration check is the full damage it took from this attack or 10 whichever is higher.
Dreadful Dart
You imbue your Ammunition with dark fuel. When you hit with a ranged attack using this Ammunition the target feels the shadows around it strike with the bullet, the target takes 1d10 necrotic damage and needs to make a Charisma saving throw. On a failed save the target suffers the effects of the Bane spell and can't take reactions until the end of your next turn. On a successful save the target doesn't suffer from the effects of the Bane spell or lose its reactions, but it does take an extra 1d8 necrotic damage.
Force Fracture
You imbue your Ammunition with a spectral energy. When you hit a creature with a ranged attack using this Ammunition the creature feels a spectral energy shove them, they take an extra 1d10 force damage and need to succeed on a Strength saving throw or be pushed 15 ft. away from you, in any direction you choose.
Psychic Sink
You imbue your Ammunition with a rune of psychosis. When you hit a creature with a ranged attack using this Ammunition the creature experiences a snap in their psyche a creature takes 2d4 psychic damage and must succeed on a Intelligence saving throw or be stunned until the end of your next turn. A creature immune to the charm, stun, or fear condition(s) are immune to this effect.
Radiant Ricochet
You imbue your Ammunition with searing signals. When you miss with a ranged attack using this Ammunition a bright flash materializes as the bullet reflects off of its target, the target takes 2d6 radiant damage and the bullet ricochets, you can choose to roll to hit a different creature or try to hit the original target. If you try to hit the same target you do so with disadvantage, but if you try to hit a different creature you do so with advantage.
If you hit the target it takes 2d6 radiant damage and you don't gain the benefit of the ricochet. If you target a different creature and hit it takes the weapons base damage, if you miss you don't gain the benefits of ricochet.
Shocking Shot
You imbue your Ammunition with electrical static. Whether you hit or miss with a ranged attack using this Ammunition the bullet shatters releasing the stored arc of lightning, the target must make a Dexterity saving throw taking 1d12 lightning damage on a failure or half as much on a success.
Tentative Toxin
You imbue your Ammunition with a sliver of sickness. When you hit a creature with a ranged attack using this Ammunition the creature suffers from a lethal poison coursing through their veins, the creature takes 1d8 poison damage and is poisoned until the start of your next turn. A creature immune to the poison condition is immune to this effect.
Fire over Function
You have become so skilled with your ranged attacks you have learned how to use them at close range. Starting at 5th level you gain the following abilities.
- You ignore disadvantage with ranged weapons when you are within melee range of a creature.
- You ignore the ammunition property of your ranged weapons. Your ranged weapon attacks are now considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- You can attack twice, rather than once, whenever you take the Attack action on your turn.
Cartridge of Capacity
You have become adept to using your ranged weapons that you no longer need to you Ammunition. Starting at 9th level you gain the following features.
- When you see a creature attack you or an ally within sight you can use your reaction to make one ranged attack against that creature. You can use this feature a number of times equal your proficiency bonus, you must be able to see the creature. This feature resets on a long rest.
- You can now spend a spell slot of 1st level or higher to gain additional Arcane Ammunition slots.
- Your Arcane Ammunitions damage increases as well as the amount of Ammunition types you can have.
Marksmen Master
You have honed your ranged attacks to met the pinnacle of your potential. Starting at 15th level you gain the following features.
- Your critical hit range on ranged attacks become 19-20.
- You can attack three times whenever you take the Attack action on your turn.
- Whenever you attack a creature that is prone you do not have disadvantage.
- Your Arcane Ammunition damages increases and you can select two additional Ammunition types.
Previous Versions
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6/9/2024 1:52:53 AM
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6/22/2024 11:44:09 PM
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8/19/2024 6:59:24 PM
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