Artificer
Base Class: Artificer

The Strategist Artificer is one that has pledged their grand intellect to strategic warfare. They pride themselves on always having a solution for a scenario and outplaying their opposition.

Strategist Artificers often tend to be all-rounders, having a solution for every possible scenario and being incredibly adaptable with their arsenal of technical abilities.

Level 3: Strategist Spells

Artificer Level

Spells

3

Longstrider, Magic Missile

5

Invisibility, Misty Step

7

Clairvoyance, Major Image

9

Locate Creature, Polymorph

11

Mislead, Wall of Force

Level 3: Efficient Tinkering

The number of times you can use your Tinker's Magic is now equal to your Intelligence Modifier + Proficiency Bonus (Minimum of Once). Additionally, you gain access to additional Magic Item plans depending on your Artificer Level as shown in the Efficient Tinkering table. These Magic Item Plans do not count towards your total Magic Item Plans known.

Artificer Level

Magic Item Plans

3

Clockwork Amulet

5

Boots of Striding and Springing

7

Eyes of the Eagle

9

Cloak of the Bat

11

Scimitar of Speed

Level 3: Arcane Ammunition

You can infuse up to four pieces of ammunition with arcane power. The pieces of ammunition return to normal after a long rest and you can reinfuse all of them after a long rest or two after a short rest. Doing so provides you with one of the following:

Targeting Bolt: You infuse the ammunition with the arcane power of Lightning. When this piece of ammunition strikes an enemy, it can conduct itself and ricochet to another target (of your choice) within 15ft of the original target. It can do this as many times as there are targets, although, it cannot ricochet to a target that has already been hit by the ammunition. Additionally, each time it ricochets, the damage decreases by 1d4 (minimum of 1). This ammunition functions as both Piercing and Lightning damage.

Freezing Burst: You infuse the ammunition with the arcane power of Cold. When this piece of ammunition lands, it explodes in an icy burst. A 10ft emanation, centered on the target or where the ammunition landed becomes Slippery Ice. Additionally, all creatures within this emanation when the ammunition explodes have must make a Dexterity Saving Throw (DC equals your spell save DC) or have their legs encased in ice, and have their speed reduced to 0ft until the end of their next turn. This ammunition functions as both Piercing and Cold damage.

Noxious Cloud: You infuse the ammunition with the arcane power of Poison. When this piece of ammunition lands or strikes a target, it releases a toxic cloud of poison in a 10ft emanation, centered on the target or where the ammunition landed. All creatures within this area when the ammunition releases the gas must make a Constitution Saving throw (DC equals your spell save DC) or suffer from the Poisoned condition. Additionally, whenever a creature ends its turn within the toxic gas, it must make another Constitution Saving throw or become Poisoned, or, if they are already poisoned, take 1d6 Poison Damage. The toxic gas dissipates after 30 seconds. The ammunition functions as both Piercing and Poison Damage.

Infernal Blast: You infuse the ammunition with the arcane power of Fire. When this piece of ammunition lands or strikes a target, it explodes in a fiery blast. All creatures in a 10ft radius sphere, centered on the target or where the ammunition landed, must make a Dexterity Saving throw (DC equals your Spell Save DC) or take 3d10 Fire Damage, or halfa s much on a successful save. This ammunition functions as both Piercing and Fire Damage.

Level 3: Sharpshot

You gain proficiency with Martial Ranged Weapons.

Level 5: Practical Application

Your movement speed increases by 15ft.

You gain proficiency with Dexterity Saving throws. If you already have proficiency in Dexterity Saving throws, increase your Dexterity score by 1.

You can add your intelligence modifier to the attack and damage rolls of Ranged weapons.

Level 9: Keen Mind

As a Bonus Action, you can focus on an enemy. You gain advantage on all Ranged attacks made against that enemy while you can see them. Additionally, you can take a reaction whenever you see them move more than 10ft to make a ranged attack against them. You do not add your dexterity or intelligence modifier to the Damage rolls of this attack. If the target moves out of sight, or you can no longer see them, you lose focus and must take another Bonus Action to reapply focus.

Level 15: Field Control

At the end of a long rest, you gain two of the following abilities of your choosing. You can replace them both after a long rest and one after a short rest.

Perfect Footwork: You ignore Difficult Terrain and Slippery Ice and can move over it as if it were regular terrain.

Unnoticeable Movement: After moving at least 30ft on your turn, all creatures that could see you (Before you moved) must make a DC 8 Wisdom(Perception) check. On a failure, you gain the invisible condition towards that creature.

Sharp Aim: You gain a +1 to all Ranged Attacks:

Quick Tinkering: You can use your Tinker's Magic as a free action, and you can use Replicate Magic Item once per turn without using up an action.

Strong Shot: Your Ranged attacks can crit on a 19.

Piercing Shot: Your Ranged Weapon attacks can pierce targets. If there is another target within ranged, in line with the target you hit, they must make a DC 14 Dexterity Saving throw or also be hit by the attack.

Comments

Posts Quoted:
Reply
Clear All Quotes