Artificer
Base Class: Artificer

Born with a rare affliction known as weave sickness, your dominant hand has become a conduit for uncontrollable Eldritch Energy. Emotions stir this power, unleashing crackling torrents from your palm. Seeking a cure, through ways known only to you, you traversed arcane circles with no success until you came upon an Artificer Guildmaster, captivated by your condition, crafted a solution: the Glove of Dominance. Fashioned from Adamantine and the resilient shell of a Flail Snail, this gauntlet now channels and stores your eldritch surges, granting you a semblance of control over their release.

Under the guild's watchful eye, you grew from subject to artisan, your affinity for artifice proving exceptional. Guided by an epiphany amidst you Artillerists training, whether through your own prowess, divine dream, or arcane insight, you conceived the Eldritch Ordinance—a construct to harness and redirect your affliction. With meticulous craftsmanship, you transform your curse into a weapon, hurling potent projectiles through your creation.

As your prowess grows, blending artificer finesse with the might of your Gauntlet, you earn the moniker: Eldritch Gunsmith. Each innovation marks a step closer to understanding your condition and mastering its formidable potential in the crucible of battle.

Limited arcane control:

You were unable to learn spellcasting tought by your artifice professors at the guild. Despite this you excel at the teachings of artifice, although your control over the arcane is limited due to your weave sickness, and limited control over the Glove of Dominance.

  • If you wish to use this subclass, you can only pick the following 2 cantrips and 1 spell when creating your character:
    • Cantrip: Eldritch Surge, Mage Hand.
    • Spell: Detect Magic

Glove of Dominance:

The Glove of Dominance has been bound to you from a young age, its enchantments allowing for the Glove to adjust its size as you grew. It may be removed for one five minute period a day, after the five minutes the Glove will teleport back onto your hand. The stored arcane energy allows you to project a spectral, floating form of the glove. Due to the Flail Snail lining you are also able to detect magic through the glove.

Adept Gunsmith

3rd-level Eldritch Gunsmith feature

Eldritch Ordinance:

Whenever you finish a long rest, you can use smith's tools to magically craft an Eldritch Ordinance in an unnocupied space within 5 feet of you. 

Your Eldritch Ordinance now grants you the following benefits:

  • When you attack with your Eldritch Ordinance, you can use your Intelligence modifier, instead of Dexterity modifier, for the attack and damage rolls.
  • You can use the Eldritch Ordinance as an arcane focus for your artificer spells.
  • Your firearm counts as a ranged weapon for the purposes of applying your artificer infusions. If you have more than one Eldritch Ordinance, you can only infuse one, although the infusion's effects will apply to both weapons.

Unlocked Ordinance:

Through your studies you have crafted your first Eldritch Ordinance, this construct allows you to channel your Eldritch Surge through the Ordinance, and hurl a projectile at high velocity. At Level 1 you are limited to the following ordinance.

Pocket Pistol

Damage: 1d8 piercing damage

Range: 40ft - 160ft

Ammo: .45 caliber (2g x 20)

Properties: Light, Reload(1), Misfire (1)

Cost: 50 gold to craft

Weight: 1lb

 

Eldritch Ordinance Training: 

  • Ordinance properties:
    • Reload: 
      • Each Ordinance will have its own bullet capacity detailed by “Reload(#)”.
      • This indicates the # of times the weapon can be fired before having to use an action to reload it.
    • Misfire:
      • Whenever you make an attack roll with an Ordinance, and it is equal to or lower than the Misfire score (Misfire#) the weapons misfires.
        • The attack misses and you cannot use that Ordinance again until you use an action to clear it using your tinkers tools. (DC 8 + Misfire score)
        • If your clearing roll fails the weapon is broken and must be repaired outside of combat costing 1/4 the original crafting cost.
      • Creatures who fire an Ordinance without proficiency increase the misfire score by 1.
    • Bullets:
      • All of your Eldritch Ordinances fire a varying caliber of Minié Balls. A hollow based, conical tipped bullet designed to contain the cacophonous eldritch surge within the Ordniance's barrel to hurl it forth
  • You gain proficiency in tinkers tools, and Smiths tools.
  • Point Blank: You do nott have disadvantage when making an attack with a ranged weapon against a target within 5 feet.
  • Akimbo Shooting: When you make an attack with a gunsmith weapon that has the light property, you can make an additional attack with another eldritch ordinance that has a light weapon using your bonus action, without adding your ability modifier to the damage. At 11th level, you can add your ability modifier to the damage of that attack.

Apprentice Gunslinger:

 

  • Mastery over Eldritch Surge containment and channeling
    • Due to your mastery of control over your Eldritch Surge, your fountain of arcane energy has unlocked your latent arcane affinity, allowing you cast spells other than Eldritch Surge 
    • You always have certain spells prepared after you reach particular levels in this class, as shown in the Gunsmith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
      • (Unlocks Spell list & Artificer spellcasting (2 x Cantrips.1 x 1st lvl spell).
        • Due to the Eldritch Nature of your magic, you have access to the following Cantrips:
          • Mind Sliver / Minor Illusion / Toll the Dead / True Strike

 

 

Artificer Level

Spells

3rd

Hail of thorns, Hunters Mark.

5th

Far Step,Locate Object

9th

Conjure Barrage,  Fabricate

13th

Conjure Volley, Fire Shield

17th

Animate Objects, Disintegrate

Master Gunsmith

5th-level Eldritch Gunsmith feature

Master Gunsmith:

  • You gain additional Ordinance crafting.
  • Double Tap: You gain an additional attack.
  • Proficiency in Ordinances, allowing you to add your proficiency bonus to your attacks made with Ordinances. Proficiency unlocks called shots.
  • Ordinance Engineer:
    • You've learned to adapt your firearm to any possible scenario. When you reach this level in this class, you gain access to a special type of artificer infusion: gun modifications.
    • Gun modifications are a type of infusion that can only be applied to your Eldritch Ordinance. When you add a modification to your firearm, it counts as an infusion for the purposes of the amount of infused items you can create and your infusions known.
    • Additionally, you gain one free infusion that does not contribute to your infusions known total. This infusion must be an Ordinance mod, and it can be changed when you gain a level in this class like normal infusions, but only for other gun mods.
    • The amount of extra infusions you gain from this feature increases to two when you reach 9th level in this class and to three when you reach 15th level in this class.
  • Called Shots: When you make an attack with your Ordinance you can choose to target a part of the target creature’s body. The attack gains one of the following effects depending on the targeted part of the body. If a creature does not have one of the listed body locations, that part cannot be targeted. 
    • ☆ Unless otherwise stated the default target will be a torso shot (If the creature does not have a torso, you will aim at their centermass, and same rules apply)
    • You can use this ability a number of times equal to half of your proficiency bonus (Rounded down). 
    • You can do so no more than once on a turn
    • You regain all expended uses when you finish a short or long rest.
    • Called Shot Targets:
      • Arm Shot:  On a hit, the target must make a Strength saving throw. On a failed save, the target drops one object it is holding of your choice. The item is pushed 10 feet directly away from you.
      • Head Shot: On a hit, the target must make a Constitution saving throw or suffer disadvantage on attacks until the end of its next turn.
      • Leg Shot:  On a hit, if the target is Huge or smaller, it must make a Strength saving throw or be knocked prone.
      • Torso Shot:  The attack scores a critical hit on a roll of 19 or 20.
      • Wing Shot:  On a hit, the target must make a Strength saving throw if it is flying. On a failed save, the target is knocked prone.

 

Adept Gunslinger

9th-level Eldritch Gunsmith feature

Triple Threat: You gain an additional attack.

Rapid Repair:  You learn how to quickly attempt to fix a jammed gun. You can attempt to repair a misfired (but not broken) ordinance as a bonus action.

Quick reload:  Gunslingers can reload action reloads with a bonus action and bonus action reloads for free each turn.

Quickdraw: You can add your proficiency bonus to your initiative. You can also stow an Ordinance then draw another Ordinance as a single object interaction on your turn.

 

Master Gunslinger

15th-level Eldritch Gunsmith feature

Arcane Magazine: Using your knowledge of how to create a bag of holding, you can now create Arcane Magazines. These increase your reload capacity by 10. They have a material cost of 1500g, and must be crafted for each Ordinance. Once installed the Ordinance can be marked with a * to track the installation of the magazine.

Reactionary Strike: This ability can be used a number of times per long rest equal to your dexterity modifier. If someone enters the 20 feet of the gunslinger, they can throw a number of daggers equal to their (dexterity mod - 2) to a minimum of 1.

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