Artificer
Base Class: Artificer

A Ballistic Engineer is a master of momentum, specializing in the physics of high-velocity projectiles and explosive payloads. These artificers turn their armor into reinforced firing platforms and their weapons into conduits for devastating arcane force. Whether wielding a rocket-propelled sledgehammer or a magnetically accelerated railgun, they are the ultimate heavy-ordnance specialists on the battlefield.

Ballistics Engineer Spells

3rd-Level Ballistic Engineer Feature

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

Artificer Level

Spells

3rd

Shield, Thunderwave

5th

Shatter, Hold Person

9th

Fireball, Lightning Bolt

13th

Fire Shield, Banishment

17th

Flame Strike, Wall of Force

Tools of the Trade

3rd-Level Ballistic Engineer Feature

You gain proficiency with Martial weapons, Heavy armorAthletics, and Smith’s Tools. If you already have proficiency with Smith’s Tools, you gain proficiency with one other type of Artisan’s Tools of your choice. If you are already proficient in Athletics, your proficiency bonus for that skill is doubled.

Additionally, when you use Smith's Tools to craft a weapon or an explosive, the time required to craft it is halved.

 

Internal Dampeners

3rd-Level Ballistic Engineer Feature

Your equipment is reinforced to withstand massive recoil and arcane backlash. You gain the following benefits:

  • Blast Mitigation. When you take damage from a spell or an effect that allows a saving throw to take only half damage, you can use your Reaction to reduce the damage taken by an amount equal to half your Artificer level (minimum of 1).
  • Kinetic Anchor. You can add your Intelligence modifier to Strength checks and Strength saving throws. Additionally, you have Advantage on saving throws and ability checks to resist being Grappled or moved against your will.
  • Ordnance Mastery. You gain the Weapon Mastery property of any weapon you wield that has the Heavy or Two-Handed property.
  • Reinforced Chassis. Your hit point maximum increases by 3, and it increases by 1 again whenever you gain a level in this class.

Kinetic Batteries

3rd-Level Ballistic Engineer Feature

You can use your Intelligence modifier instead of Strength or Dexterity for the attack and damage rolls you make with weapons.

Additionally, you can use a Bonus Action and expend a spell slot to activate an kinetic battery. When you do so, make a ranged spell attack against a creature within 120 feet. On a hit, the target takes 2d6 Force damage, plus an additional 1d6 Force damage for each spell slot level above 1st.

Extra Attack

5th-Level Ballistic Engineer Feature

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your Artificer cantrips in place of one of those attacks.

Overcharged Batteries

9th-Level Ballistic Engineer Feature

You can harness kinetic energy to deliver specialized payloads. You gain the following benefits:

  • Reactive Trigger. When you hit a creature with a weapon attack, you can use your Reaction to activate a Kinetic Battery against that creature. You can only use one Kinetic Battery (via Bonus Action or Reaction) per turn.
  • Variable Munitions. When you use a Kinetic Battery, you can change its damage type to Acid, Cold, Fire, Lightning, or Thunder instead of Force.
  • Spell Injection. When you activate a Kinetic Battery as part of a weapon attack, you can replace the Battery's damage to trigger an Artificer spell you have prepared. The spell must have a casting time of 1 Action and be a Touch or Area of Effect spell. If the attack was a melee attack, the spell centers on the target in a 15-foot Sphere. If it was a ranged attack, the spell manifests in a 60-foot Line originating from you. Spells that do not normally have a saving throw gain a Dexterity saving throw for half damage against your Spell Save DC.
  • Critical Payload. If the weapon attack is a Critical Hit, double the damage dice of the injected spell. You have Advantage on saving throws against your own injected spells, unless it is a crit.
  • Concussive Force. When you use a Kinetic Battery with a spell slot of 2nd level or higher, the target must succeed on a Strength saving throw against your Spell Save DC or be pushed 10 feet and have the Prone condition.

Master Engineer

15th-Level Ballistic Engineer Feature

You have reached the pinnacle of high-output engineering. You gain the following benefits:

  • Lethal Precision. Your weapon attacks and Kinetic Batteries score a Critical Hit on a d20 roll of 19 or 20.
  • Battery Reserve. You can use a 1st-level Kinetic Battery without expending a spell slot. You can use this benefit a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
  • Kinetic Evasion. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your Reaction to take no damage if you succeed on the saving throw.

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