Artificer
Base Class: Artificer

An Arbalest is a specialist in physical artillery, blending the fickle nature of magic into controllable temporary casings, modifying and enhancing their weapons to be the innovation of their kind. Arbalest's true potential shines as a long range support, offering strong vantage at a distance, whilst using what magic they have to control the battlefield to their favour. 

Enhanced Artillery

Beginning at 3rd level, your pursuit into the field of the arcane and projectiles has led to you making them an extension of yourself. You gain proficiency in Longbows and Heavy Crossbows.

As part of a long rest you can spend 50gp and turn a ranged weapon with the ammunition property into your enhanced Artillery, providing you have smith's tools or woodcarver's tools in hand. Whilst wielding your Enhanced Artillery, you gain the following benefits:


-  Once per turn, you can enhance the ammunition fired from your Enhanced Artillery, applying one of your Elemental Shot options to the attack. You learn your first Elemental Shot at 3rd level, your second at 7th level and your final shot at 11th level.
- You can use your Enhanced Artillery as a spellcasting focus for your artificer spells. 
- When you attack with this weapon you can use your intelligence modifier to calculate the attack and damage rolls, instead of your dexterity modifier. 

You gain a number of uses of your Elemental Shot equal to your Proficiency Bonus, and regain all expended uses when you long rest. In addition, you can spend an action to expend an Artificer spell slot, regaining a number of Elemental shots equal to the level of the expended spell slot. You cannot exceed your maximum amount of Elemental slots this way. 

Crackling Shot

The Crackling shot deals an additional 1d6 lightning damage to the target, and each creature within 5ft of the original target. 

Cryonetic Shot

The Cryonetic shot deals an additional 1d6 cold damage, and chills the target. Until the start of the next turn, The target's movement speed is reduced by 10ft and has disadvantage on it's next attack roll. 

Incendiary Shot

The Incendiary Shot deals an additional 1d6 fire damage, and the target is ignited. At the start of the targets turn, they take 1d6 damage. Ignite lasts for 1 minute, or until the target or another creature uses an action to put the fire out. Creatures with Fire resistance cannot be ignited.

Extra Attack

 Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Distant Shot

At 9th level, when you use your action to cast a spell with a range of touch, you can instead choose to make a special shot with your Enhanced Artillery. Make a ranged attack against the target; On a hit, the target takes no damage from the Enhanced Artillery, but is instead targeted by the spell as if they were within touch distance. You can use this feature once per long or short rest. 

In addition, the damage dealt by your Elemental shots increase by 1d6, to a total of 2d6. 

Master Arbalest

By 15th level, you've mastered the art of the mechanical arcane and can utilise the properties of your Enhanced Artillery, enhancing it's potential beyond its normal capacities.

- Your weapon attacks made with your enhanced artillery score a critical hit on a roll of 19 or 20.
- When using the attack action with your Enhanced Artillerist, you can use your bonus action to make an additional attack with the Enhanced Artillerist.
- Your Elemental shots increase in potency. Whenever you fire an Elemental Shot, it gains an additional effect, as listed below.


Incendiary: The Incendiary shot explodes upon contact; each creature within a 10ft radius of the target must make a dexterity saving throw, taking 2d10 Fire damage on a failed save and half on a success.

Cryogenic: The Cryogenic shot explodes upon contact, leaving a 15ft radius of ice on the ground. The Ice is considered difficult terrain, and any creature starting their turn on the Ice must make a Dexterity saving throw or fall prone. The Ice lasts for 1 minute, or until a fire spell of 2nd level or higher is used to melt it.

Crackling: The Crackling shot explodes upon contact, Electrifying the targets. Each creature that takes damage by the lightning cannot take reactions until the start of their next turn.

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