Base Class: Artificer
A Steamentist has learned the arts of infusing magic with steam which has unique properties strengthening their allies in battle.
Level 3: Tools of the Trade
You gain the following benefits
Tool Profiency. You gain proficiency with Alchemist's Supplies. If you already have one of these proficiencies, you gain proficiency with one other type of Artisan's Tools of your choice.
Level 3: Steamentist Spells
| Artificer Level | Prepared Spells |
|---|---|
| 3 | Fog Cloud, Heroism |
| 5 | Aid, Gust of Wind |
| 9 | Fear, Fly |
| 13 | Greater Invisibility, Wall of Fire |
| 17 | Bigby's Hand, Cloudkill |
Level 3: Steam Blower
Using Alchemist's Supplies, you can take a Magic action to create a small Firearm that you can either hold or connect to your arm. This firearm has two modes you can choose between being Scalder or Enhancer. After you take a Short or Long Rest you can swap mode.
Enhancer
The Firearm shoots out steam at your allies helping them in battle. It has the following traits:
Healer. The Firearm shoots out a small burst of steam that heals an ally within 45 feet of you 1d6 + your intelligence modifier. This healing increases to 2d8 at level 9 and 3d10 at level 17
Buff. As a Bonus Action you can fire your Firearm at an ally within 45 feet of you giving them an effect from the table below
| 1d4 | Effect |
|---|---|
| 1 | Stronger Healing. Your ally regains 1d8 + your intelligence modifier hit points |
| 2 | Resistance. Your ally gains resistance against either fire or acid damage |
| 3 | Strenght. Your ally gains a 1d4 bonus to their next damage roll |
| 4 | Speed. Your ally gains 15 feet of extra movement speed until the end of your next turn. This number doubles of they take the Dash Action. |
Scalder
Your Firearm is designed to shoot scalding steam at your enemies. It has the following features
Scalding Steam: The Firearm is a ranged weapon with a range of 60 feet of you. As a magic action you can fire your Firearm at an enemy (d20 + intelligence modifier) dealing either (1d8+Intelligence Modifier) Fire damage or Acid damage of your choosing. The amount of damage increases to 2d8 at level 9 and to 3d8 again at level 15
Scalding Limbs: If you hit an enemy you can take a Bonus Action to roll on the Scalding Table to determine a secondary effect.
| 1d6 | Effect |
|---|---|
| 1 | Legs. The creature moves at half movement until the end of your next turn |
| 2 | Arms. The creature has disadvantage on attack rolls |
| 3 | Reaction Time. The creature has disadvantage on dexterity saving throws |
| 4 | Panic. The creature has disadvantage on wisdom saving throws |
| 5 | Burnt Skin. The creature takes an extra 1d4 Fire or Acid damage |
| 6 | You determine the effects by choosing one from the table |
Level 5: Steam Wall
If you get hit by a ranged attack or spell you can take a Reaction to create a steam cloud around you protecting you and making the attack deal half the damage it would have done
Level 9: Quicker Swapping
As a Bonus Action, you can expend a spell slot of any level to swap the mode of your Firearm. When you do this you can't do so agai until you've taken a Short or Long Rest
Level 15: Greater Steam Wall
Your Steam Wall is better and can now cancel critical hits. In addition you can also target other creatures that you can see
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