Artificer
Base Class: Artificer

The Spell Slinger stands as a bold and innovative Artificer, melding the sharp accuracy of firearms with the mystic power of the arcane to unleash havoc. As masterful gunsmiths and sorcerers, they employ their cleverness to forge and refine firearms, charging them with dynamic magical forces. Equipped with precision and stability, the Spell Slinger can discharge a volley of bullets imbued with arcane energy, establishing themselves as a dynamic and powerful force in combat.

Level 3: Arcane Marksman

Spell Slingers are proficient with firearms and can imbue their bullets with various elemental energies, such as acid, cold, fire, lightning, or thunder. This infusion allows their attacks to bypass resistances and deal additional magical damage. They also have the ability to quickly draw or stow their firearms, ensuring they're always ready for action.

  • Enhanced Firearms: You gain proficiency with firearms if you don't already have it. You can use your infusions to enhance firearms, allowing them to be considered magic weapons for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • Spellfire Shots: You learn to infuse your bullets with arcane energy. When you make a ranged weapon attack with a firearm, you can expend one spell slot to add magical damage to your attacks. The extra damage is 1d8 per level of the spell slot expended, and the type of damage can be chosen from acid, cold, fire, lightning, or thunder.

Level 5: Arcane Trick Shots

These Artificers master special trick shots, each with unique effects, such as explosive blasts, freezing projectiles, and binding chains. These trick shots allow the Spell Slinger to adapt to various combat situations, making them unpredictable and versatile opponents.

  • Magical Trick Shots: You learn special trick shots that can be used with your firearms. You gain two Arcane Trick Shot options of your choice (see below).
    • You gain one additional trick shot of your choice and additional damage dice at 9th, 13th, and 17th levels.
    • You can use an Arcane Trick Shot equal to your proficiency modifier per short rest. 
    • Each saving throw an Arcane Trick Shot does (DC equals 8 + your proficiency bonus + your Intelligence modifier)

Arcane Trick Shot Options

  1. Explosive Shot: You can use a bonus action to imbue a bullet with explosive energy. When the bullet hits, it causes an explosion, dealing 3d6 fire damage to all creatures within a 10-foot radius of the target or half as much on a successful Dexterity saving throw.
  2. Frost Shot: You can use a bonus action to imbue a bullet with freezing energy. When the bullet hits, the target must make a Constitution saving throw or have movement speed reduced by 10 feet until the end of your next turn.
  3. Thunderclap Shot: You can use a bonus action to imbue a bullet with thunderous energy. When the bullet hits, it creates a thunderous boom that can be heard up to 300 feet away. The target and each creature within 10 feet must make a Constitution saving throw or take 3d6 thunder damage and be deafened until the end of your next turn.
  4. Blazing Shot: You can use a bonus action to imbue a bullet with intense heat. When the bullet hits, it ignites the target, causing them to take 2d6 fire damage at the start of each of their turns until they spend an action to extinguish the flames.
  5. Electrified Shot: You can use a bonus action to imbue a bullet with electrical energy. When the bullet hits, the target and each creature within 5 feet must make a Dexterity saving throw or take 2d6 lightning damage and be incapacitated until the end of your next turn.
  6. Poisoned Shot: You can use a bonus action to imbue a bullet with toxic energy. When the bullet hits, the target must make a Constitution saving throw or take 2d6 poison damage and be poisoned until the end of your next turn.
  7. Forceful Shot: You can use a bonus action to imbue a bullet with force energy. When the bullet hits, the target is pushed back 10 feet if it fails a Strength saving throw.
  8. Disorienting Shot: You can use a bonus action to imbue a bullet with disoriented energy. The target must make a Constitution saving throw or become disoriented. A disoriented creature has disadvantage on attack rolls and ability checks until the end of your next turn
  9. Binding Shot: You can use a bonus action to imbue a bullet with binding energy. When the bullet hits, magical chains wrap around the target, restraining them. The target must make a Strength saving throw or be restrained until the end of your next turn.
  10. Piercing Shot: You can use a bonus action to imbue a bullet with piercing energy. The bullet passes through the target and can hit another creature in a straight line behind them. Each creature in the line must make a Dexterity saving throw or take 2d6 piercing damage.

Extra Attack

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Level 9: Arcane Reload

With their deep understanding of arcane mechanics, Spell Slingers can quickly regain expended spell slots, ensuring they always have magical ammunition ready. This ability highlights their resourcefulness and quick thinking in the heat of battle.

Arcane Reload: You learn how to quickly infuse your firearm with arcane energy. As a bonus action, you can regain one expended spell slot of a level equal to or less than your Intelligence modifier (minimum of 1). You can use this feature once per short or long rest.

Level 15: Arcane Barrage

At 15th level, the Spell Slinger can unleash a devastating barrage of magical bullets, each infused with different arcane energies. This ability allows them to strike multiple targets with a flurry of powerful attacks, showcasing their exceptional skill and versatility.

Arcane Barrage: As an action, you can cast a barrage of magical bullets at your enemies. You make a separate attack roll for each bullet, and each bullet deals 6d8 magical damage. (of your choice form the list below) You can fire a number of bullets equal to your Intelligence modifier (minimum of 1). You can use this feature once per short rest.
Magical Damage Type: Fire, Cold, Lightning, Acid, Thunder, Force, Radiant, Necrotic

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