Artificer
Base Class: Artificer

Mastering the art of arcane inscription and precision engineering, the Runeslinger wields a unique firearm enhanced by magical runes. By crafting specialized runic ammunition, they unleash powerful effects that can devastate foes, manipulate the battlefield, or provide crucial utility. Runeslingers are adaptable combatants, blending innovation and spellcraft to dominate any encounter with unparalleled versatility and precision.

Tool Proficiency

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

Gunsmith's Armory

Starting at 3rd level, you create a magical firearm—a combination of metalworking, enchantment, and mechanical precision. You can use your tinker's tools or smith's tools to craft this firearm during a long rest, and it serves as a spellcasting focus for your Artificer spells.

The firearm is a simple ranged weapon that deals 1d10 piercing damage and has a range of 60/180 feet. You can infuse the firearm like any other item, and if it is destroyed, you can repair or replace it with 8 hours of work.

You can create special Runed Bullets to use with your firearm. These bullets count as magical for overcoming resistance and immunity to nonmagical attacks.

Runic Ammunition

At 3rd level, you learn to inscribe arcane runes onto your bullets, enhancing them with magical effects. You can craft a number of Runed Bullets equal to your Intelligence modifier (minimum of 1) during a long rest. When firing these bullets, you can choose one of the following effects:

Frost Rune:
The bullet releases a burst of icy energy. The target must make a Constitution saving throw or have its movement speed reduced by 10 feet until the end of your next turn. This increases to 15 feet at 9th level and 20 feet at 15th level.

Shocking Rune:
The bullet crackles with electricity. On a hit, the target takes an additional 1d6 lightning damage, and it can’t take reactions until the start of your next turn.

Blinding Rune:
The bullet emits a flash of blinding light on impact. The target and creatures within 5 feet of it must make a Constitution saving throw or be blinded until the end of their next turn.

Piercing Rune:
The bullet is magically enhanced to pierce through targets. When you fire this bullet, it can pass through the first target and continue to a second target in a line behind it (up to 15 feet). Make an attack roll against the second target as part of the same attack.

9th Level:

Gravity Rune:
The bullet disrupts gravity around the target. The target and all creatures within 10 feet must make a Strength saving throw or be pulled 10 feet toward the point of impact. Also does 1d4 extra force damage.

Silencing Rune:
The bullet carries an aura of magical silence. On a hit, the target cannot cast verbal spells or speak until the end of your next turn.

Shattering Rune:
The bullet explodes with destructive magic. The target and all creatures within 5 feet must make a Dexterity saving throw or take 3d6 thunder damage. This damage increases to 4d6 at 15th level.

Hexing Rune:
The bullet curses the target. The next attack roll against the target before the end of your next turn has advantage, and the target has disadvantage on its next saving throw.

15th Level:

Vampiric Rune:

The bullet siphons life force. On a hit, the target takes an additional 3d10 necrotic damage, and you regain hit points equal to half the damage dealt.

 Atomizing Rune:

The bullet delivers a devastating strike. The target must make a Dexterity saving throw, taking 6d10 force damage on a failed save or half as much on a successful one. Creatures reduced to 0 hit points by this effect are turned to dust.

 Ethereal Rune:

The bullet phases through reality. On a hit, the target takes 4d10 force damage and must make a Charisma saving throw. On a failed save, the target is briefly shifted to the Ethereal Plane until the end of your next turn. While in the Ethereal Plane, the target is incapacitated and can’t interact with or perceive creatures or objects on the Material Plane.

Arcane Marksman

You have honed the aerodynamics of your bullets. The magical firearm now deals 2d10 piercing damage instead of 1d10.

Enhanced Precision

At 9th level, your mastery of runic enhancements improves. You gain the following benefits:

  • You can craft Runed Bullets during a short or long rest.
  • Your firearm attacks ignore half cover.

Master Gunsmith

At 15th level, your expertise with runes and firearms reaches its peak. Your firearm becomes a masterpiece of destructive precision:

  • You can create a number of Runed Bullets equal to double your Intelligence modifier + 1 (minimum of 2) during a long rest.
  • If you score a critical hit with a Runed Bullet, the target has disadvantage on its saving throw against the bullet's rune effect.

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