Artificer
Base Class: Artificer

A Siege Crafter is a walking arsenal of arcane warfare. You craft destructive battlefield devices, each with unique firing modes. Rather than a single weapon, you develop an interchangeable armory — launchers, blasters, cannons, and mortars — all designed to reshape the battlefield through chaos and innovation.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with the artisan’s tools of your choice.

Siege Crafter Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Siege Crafter Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Siege Crafter Spell Table

Artificer Level Spell

3rd

grease, burning hands

5th

web, shatter

9th

fireball, stinking cloud

13th

greater invisibility, ice storm

17th

cloudkill, wall of force

 

Destructive Arsenal

At the 3rd level, you create a specialized Siege Weapon - a heavy magical weapon designed by you to deliver devastating power. You are proficient with any Siege Weapon you create. Using Tinkerer's tools or Smith's tools, you can magically create a Siege Weapon in an unoccupied space on a horizontal surface within 5 feet of you over the course of 1 hour. This can be done once per long rest. Once you create a Siege Weapon, you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one out at a time and can't create one while one is present. These weapons can be used as a spellcasting focus for your artificer spells, and a conduit for your destructive spells like a wand, staff, or rod could. 

You are able to create and store multiple Siege WeaponsYou created an extradimensional space for these weapons called your Destructive Arsenal. As a bonus action, you are able to store a Siege Weapon into this extradimensional space. You can also exchange the weapon for another that you have stored the arsenal. Doing so can take a separate bonus action, or if you are feeling lucky, you can choose to exchange the weapon for another that is in your arsenal as part of the same bonus action. This has the side effect that the one you get out is randomly selected from the other Siege Weapons you own. 

Below is how many Siege Weapons can fit in your destructive arsenal depending on your Artificer Level.

  • 3rd Level - 2 weapons
  • 5th Level - 3 weapons
  • 7th Level - 4 weapons
  • 9th Level - 5 weapons
  • 11th Level - 6 weapons
  • 13th Level - 7 weapons
  • 15th Level - 8 weapons
  • 17th Level - 9 weapons
  • 19th Level - 10 weapons

Arcane Weaponry

Each Siege Weapon is a magical object. Regardless of size, the weapon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after you destroy it. You can destroy a Siege Weapon of your creation by spending 1 hour deconstructing it. This can be done during a long or short rest. The weapon has no value to anyone but you, as only you can make use of it. 

Using a Siege Weapon uses volatile magic that comes directly from you. You can use your siege weapon a number of times equal twice your proficiency modifier per long rest. 

Creating a Siege Weapon is a process that involves your freedom of choice! You are able to choose a Frame, Damage Type, and Extra Effect. Combining these three choices leads to a Siege Weapon of your own creation. Saving throws against this weapon's effects are based on your spell save DC. See the table below for the options:

Frame Damage Type Side Effect
Railgun: 60ft line - 2d6 damage + intelligence modifier - Target must succeed a dexterity save to take half damage. Fire Continual damage: Target makes a Dexterity save or take 1d6 damage at the start of their turn until ended using a bonus action or by another creature using the Help action.
Sprayer: 15ft cone - 2d8 damage + intelligence modifier - Target must succeed a constitution save to take half damage. Cold Prone: Target makes Strength save or is knocked prone.
Launcher: range (30ft/60ft) - 10ft blast radius - 3d6 damage + intelligence modifier - target must make a dexterity save to take NO damage. Lightning Half Movement Speed: Target makes Constitution save, or speed halved until next turn.
Ballista: range (60ft/120ft) - 2d10 + intelligence modifier damage - ranged weapon attack. Acid  Difficult Terrain: The terrain where this weapon's attack travels and or lands becomes difficult terrain. 

Chaos Weapon

At 5th level, you gain the ability to quickly create a Siege Weapon using only a magic action at no cost. Doing this creates a one-of-a-kind Siege Weapon capable of who knows what. You can only have one of these in your arsenal at a time. Its Frame, Damage Type, and Side effect are completely random each time it's fired. See the Destructive Arsenal Table for the different possible combinations, rolling a d4 for each group. Upon reaching level 9 and unlocking more options, roll a d6 for each group when firing the Chaos Weapon to take into account those new options. 

 

Friendly Fire Off / Broader Horizons

At 9th level, your Siege Weapons have been tinkered to avoid affecting your allies. Any friendly creatures of your choice will not take damage from attacks made with your Siege Weapons. Also, at this level, your range of creativity broadens. You gain access to two more Frames, Damage Types, and Side Effects.

Broader Horizons 

Starting at the 9th level, your range of creativity broadens. You gain access to two more Frames, Damage Types, and Side Effects See these new options in the table below:

Frame Damage Types Side Effect
Chain Reactor: range (30ft/60ft) - On a ranged weapon attack hit, roll attack again to chain to another nearby target that has not been hit (up to 5 creatures) - 2d8 damage + intelligence modifier. Thunder Push: A hit target makes a strength save against your spell save DC or is pushed back 10ft.
Minigun: - range (60ft/90ft) - Fires twelve magical projectiles. A projectile deals 1d4 damage + intelligence modifier to its target. The projectiles all strike simultaneously, and you can direct them to hit one creature or several. Roll one ranged weapon attack for each separate creature targeted AFTER choosing how many projectiles go towards which targets. Force Disrupt: A hit target makes a wisdom saving throw against your spell save DC or the target loses their reaction until their next turn.

Siege Stance

At level 15, you gain the ability to hold your ground with a focused stance. Once per long rest, you can use a bonus action to set your stance where nothing breaks your aim. With your weapon braced and your focus locked, you become a devastating anchor on the battlefield. This Stance ends the next time you choose to move.

Stance Effects: 

  • Advantage against all effects or actions that attempt to forcibly move you.
  • Advantage on ranged weapon attacks made with your Siege Weapons.
  • Resistance to piercing, bludgeoning and slashing damage from nonmagical attacks.

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