Artificer
Base Class: Artificer

Gunmages are experimental engineers who fuse magic with ballistics. By forging arcane firearms, they channel elemental power through advanced ammunition known as elemental shells. These weapons come at a cost—misfires can cause painful malfunctions, and their reliance on untested technology is as dangerous as it is powerful.

Elemental Shells

You gain a number of **Elemental Shell uses** equal to your Intelligence modifier (minimum 1). You regain all uses when you finish a long rest.

As part of making an attack with your Arc Pistol, you can expend 1 use to empower it with one of the following elemental effects:
- **Fire Shell:** +1d6 fire damage. Target must succeed on a Constitution saving throw or ignite, taking 1d4 fire damage at the start of its next turn.
- **Cold Shell:** +1d6 cold damage. Target’s speed is reduced by 10 feet until the start of your next turn.
- **Lightning Shell:** +1d6 lightning damage. Target can’t take reactions until the end of its next turn.

Arc Battery

Once per short rest, you can use a **bonus action** to activate the Arc Battery:
- Immediately regain one expended Elemental Shell.
- Until the end of your turn, the next ranged weapon you make deals an additional **1d6 lightning damage**.

Twin Channeling

At 9th level, you gain the ability to craft and wield a second Arc Pistol. When you take the Attack action, you may make one attack with each pistol, as long as each is loaded with a different elemental shell (Fire, Cold, Lightning). Both attacks use INT for attack rolls, and you add your modifier to the damage of only one attack.

If both attacks hit the same creature with different elemental shells, you can apply one status effect from each shell (e.g., Burn, Slow, Stun), but the creature has advantage on the saving throw for the second effect.

Perfected Arsenal

At 15th level, your Arc Pistols improve. Both pistols now deal 1d10 base damage. Additionally, elemental shells now deal 2d6 damage. You can swap both elemental shells as a single bonus action, allowing for quicker combat action. You may now also load both pistols with the same elemental shell and fire them on the same turn.

Arcane Firearm

You’ve constructed a custom arc pistol that serves as your primary arcane focus. This pistol:
- Deals 1d8 damage and uses your **Intelligence** modifier for attack and damage rolls.
- Has a range of 60/120 ft and counts as magical.
- As a **bonus action**, you can switch the elemental shell type (Fire, Lightning, or Cold).
- Gains the properties: *finesse*, *ranged*, and ignores the *loading* property.
- You can use your Arc Pistol as your spellcasting focus.

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