Base Class: Artificer
Roulette Smiths are artificers who embrace unpredictability, harnessing luck and ingenuity to create experimental weapons with volatile results. These tinkerers thrive on risk, trusting their ability to manipulate chaos into a deadly weapon. Their signature invention, the Roulette Arm, is as dangerous to them as it is their enemies, but with mastery comes the ability to steer odds in their favor.
Chambered Gambit
3rd-level Roulette Smith feature
At 3rd level, you create a unique Roulette Arm, a magically enhanced firearm. You are proficient with this firearm and can hold it in one hand. Additionally, it can be used as a spellcasting focus for your spells.
The saves for Roulette Arm shells will always be equal to your spell save DC for your Artificer spells.
The item grants a 1d6 Gamble Die, that grows as you gain artificer levels. As an action, you can aim your roulette arm and make a ranged spell attack at a single target within 40 feet, and roll the gamble die, determining one of the effects below:
1: Backfire. The weapon misfires, dealing (Gamble Die) force damage to you and ending your turn.
2-3: Blank. No effect, but you gain advantage on your next attack roll.
4: Rebound Shot. the attack deals (Gamble Die) force damage to the target, and to a creature of your choice within 5 feet for the same amount of force damage.
5: Elemental Shot. The attack deals (Gamble Die) damage of a random type : (1) Fire, (2) Lightning, (3) Cold, (4) Acid, (5) Poison, (6) Thunder
6: Explosive Shot. The attack deals (Gamble Die) Fire damage to the target and all creatures within 5 feet (Dexterity Save for half damage)
Gamble Action
3rd-level Roulette Smith feature
As a bonus action, you can aim the Roulette Arm at yourself and fire. This attack always hits. Roll the Gambit Die as normal:
On a Blank, you gain advantage on all ability checks, attack rolls, and saving throws until the start of your next turn.
On any other result, the shell activates and affects you.
Additional Infusions
3rd-level Roulette Smith Feature
As Roulette Smiths master the art of controlled chaos, they have devised multiple mechanisms to help turn the tides of fate. Your Roulette Arm is capable of having up to three infusions at a time, and you may swap one of the infusions on your Roulette Arm for a new one, each time you gain an Artificer level.
Chaos Barrel
Prerequisite: Roulette Arm
You modify your Roulette Arm with an unstable barrel designed to amplify its chaotic potential. When performing a spell attack with the Roulette Arm, if you roll damage for a shell, you can choose to reroll it. You must accept the new result, even if the new result is worse. If the damage roll is maximized, the Roulette Arm deals an additional 1d6 damage of the same type.
This infusion does not count towards the maximum number of infusions that your Roulette Arm can take.
Lucky Cartridge
Prerequisite: Level 6, Roulette Arm
You create a magical cartridge that automatically activates when you fire the Roulette Arm once per turn, if the current chamber would deal damage to you, you can roll a d6:
On a roll of 4-6, the damage is negated, and you gain temporary hit points equal to the number of damage negated, plus your proficiency bonus.
On a roll of 1-3, you take damage as normal.
Elemental Tuner
Prerequisite: Level 10, Roulette Arm
You modify your Roulette Arm to stabilize its elemental output. When you roll for an Elemental Shot, you can choose the damage type instead of rolling randomly. You can do this a number of times equal to your intelligence modifier (minimum of 1) per long rest.
Speed Loader
Prerequisite: Level 10, Roulette Arm
You attach a magical sight to your Roulette Arm, increasing its accuracy and insight. When you perform a spell attack using the gamble die feature, you can roll for the next two shells instead of one. You must utilize the results of this feature before rolling the Gamble die again, as normal.
Once per short rest, you can gain advantage on a spell attack roll made with the Roulette Arm.
Overcharge Battery
Prerequisite: Level 14, Roulette Arm
You create a powerful energy core for your Roulette Arm. When you fire the Roulette Arm, you can choose to supercharge the current chamber.
- If the chamber would deal damage to a target, roll an additional die of the same type for that chamber.
- If the chamber would deal damage to you, you can halve the damage.
Once you use this feature, you cannot use it again until you finish a short or long rest.
Magnetic Grappler
Prerequisite: Level 14, Roulette Arm
You build a grappling mechanism for your Roulette Arm. As an action, you can fire a steel tether at a creature or an object within 30 feet.
If the target is a creature, it must succeed on a Strength saving throw against your spell save DC, or be pulled 10 feet towards you.
If the target is an object weighing less than 100 pounds, it is pulled to your position.
This infusion does not require the rolling of a Gambit die or interact with the weapon's ammunition.
Chamber Amplifier
Prerequisite: Level 14, Roulette Arm
You install a stabilizing mechanism in your Roulette Arm to amplify its damage output:
When you fire a shell that deals damage to a target, you can roll the damage twice and take the higher result. You can use this ability a number of times equal to your intelligence modifier (minimum of 1) per long rest.
Shell Expansion
5th-level Roulette Smith feature
The Gambit Die increases from 1d6 to 1d8, and gains the following options:
7: Stunning Shot. The target takes (Gambit Die) lightning damage and must succeed on a constitution saving throw, or be stunned until the end of its next turn.
8: Gravity Well. The target takes (Gambit Die) force damage. All creatures within 10 feet of the target must succeed on a strength saving throw or be pulled 10 feet towards the target.
Manual Reload
5th-level Roulette Smith Feature
When firing the Roulette Arm, you may reroll the Gambit Die and must choose the new result, even if it is worse. You can do this a number of times equal to your intelligence modifier, before requiring a long rest.
Extra Attack
5th-level Roulette Smith Feature
When you use your action to perform a spell attack with your Roulette Arm, you can do so twice in the same action. One of these spell attacks may be replaced with the casting of a cantrip that you know.
Shell Expansion
9th-level Roulette Smith feature
The Gamble Die increases from a 1d8 to a 1d10, and gains the following options:
9: Radiant Blast. You deal (Gamble Die) radiant damage to the target. Friendly creatures within 10 feet of the damaged creature gain temporary hit point equal to 5 * your proficiency bonus.
10: Cryo Round. The target takes (Gamble Die) cold damage. All creatures within 10 feet of the damaged creature must succeed on a dexterity saving throw, or have their speed halved until the end of your next turn.
Calculated Risk
9th-level Roulette Smith feature
If a shell from your Roulette Arm damages you, you gain one "Risk" charge. You can store a number of Risk charges equal to your intelligence modifier. As a reaction, you can expend any number of Risk charges to reroll a damage roll or saving throw performed by another creature that you can see, adding or subtracting 2 from the roll for each charge spent (your choice). You lose all unspent Risk charges at the end of a short or long rest.
Double Spin
15th-level Roulette Smith feature
Whenever you fire the Roulette Arm, you instead roll two Gambit dice. When determining the result of your shot, you may choose one and keep the result.
When determining damage, you may add the two results together.
Shell Expansion
15th-level Roulette Smith Feature
Your Gamble Die increases from a 1d10 to a 1d12, and gains the following options.
11: Disruptive Blast. The target takes (Gamble Die) thunder damage. Constructs, and objects created by magical means, take maximum damage.
12: Annihilation Round. The target takes (Gamble Die) necrotic damage, multiplied by two.
Overcharged Barrage
15th-level Roulette Smith feature
As an action, you overcharge your Roulette Arm, firing every loaded round in a highly devastating burst. Roll your Gamble die six times and resolve each result against creatures of your choice within a 30-foot cone. Each creature attacked in this way, can only be hit with the same shell time once.
You may perform this ability once per long rest.
Extra Attack
15th-level Roulette Smith Feature
When you use your action to perform a spell attack with your Roulette Arm, you can do so three times in the same action instead of twice. One of these spell attacks may be replaced with the casting of a cantrip that you know.
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