Base Class: Artificer
After years of dedicating your life to the pursuit of finding the magic in objects, forging a connection between the weave and the physical constructs of the world, your connection with the weave is that of a wild and uncontrollable magic not suited for traditional artificer pursuits.
Determined to follow the footsteps of artificers prior to you, you look to forge your own path, creating a magical conduit to help you harness and refine your wild magic.Through these conduits you learn to create constructs purely of magical energy and release condensed magical force in varying ways upon those who would stand against you. You take to studying more martial forms of combat to help you maximize your efficiency wielding these Constructs you have named Arcane Armaments becoming more agile than your artificer peers.
You come embody the all of what makes an artificer while embracing the martial combat, and agility of those who fight in more traditional forms of combat.
For a more traditional book layout of this class bit(dot)ly/arcguns
Magical Deficiency
As an artificer, normal means of casting higher level spells do not work for you as you were blessed with a vast magic, yet cursed with wild magic making it harder to control. Normal arcane focuses do not work for spells above 1st level, you must instead use your Arcane Conduits as they regulate the flow of magic through you.
Any attempt to cast a spell without the use of your Arcane Conduit requires a DC Intelligence (Arcana) check to see if the spell resolves. This explosive last resort for spellcasting takes it's toll on your body, and as a result Surges magical effects around you.
Arcane Conduits
At 3rd level, with access to such a vast amount of wild magic and determination you create a vessel that can withstand your connection to the weave. This vessel is called an Arcane Conduit, and it condenses your magic into a more into a refined arcane charges, allowing you control over your magic.
Each Conduit can store the form of one Arcane Armament (See table below.) and must be constructed of 2lb, or 100 coins, of one of the following materials and will indicate the the damage property of that Arcane Armament.
Material | Conduit Properties |
---|---|
Copper | Acid Damage |
Silver | Cold Damage |
Gold | Fire Damage |
Electrum | Lightning Damage |
Platinum | Force Damage |
The construction process requires you to make a DC INT (Arcana) check equal to or above the Arcane Arms' level requirement and a ritual of 8 hours; this process is reduced by 1 hour equal to your Intelligence modifier. This construction ritual creates a magical bond to your Arcane Conduit, you can't be disarmed of your conduit unless you are incapacitated. If it is on the same plane of existence, you can summon the conduit as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded conduits, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. At 9th level you may use one of your artificer Infusions to bond to a third conduit, and at 15th level, a fourth conduit.
Arcane Conduits also gains the following attributes:
- Arcane Charges. Your conduits store your wild magic and condense it into charges that can be expended to attack enemies, and cast spells. These charges can be restored by expending one 1st level or higher spell slot to replenish the charges in your conduit, converting the magical energy into charges.
- Refined Wild Magic Spellcasting. To cast a spell above 1st level you must expend Arcane charges equal to the to half the spell's level rounded up, as well as the appropriate spell slot. If a spell requires you a spell attack, first make an attack with your Arcane Armament of choice, upon a successful hit you may use a bonus action to cast that spell. The spell follows the arc of your Arcane Charge and lands without the need for a seperate attack roll; this ignores the spell's normal range.
- Arcane Surge. Whenever you make an attack roll with an arcane armament, and the attack roll is equal to or lower than the weapon’s Surge score, the weapon creates an arcane surge. The armament deactivates until you spend an action to try and reform it. To reconstruct an armament that has surged, you must make a successful DC INT (Arcana) check equal to 10 + its surge score, failing this check will cause the armament to become unresponsive until your next short rest.
Arcane Surge Table
d10 | Effect |
---|---|
1 | Your Arcane Conduit deactivates and becomes unresponsive. You take 1d6 damage of your Arcane Conduit's damage type. |
2 | You cast Fire bolt] on yourself and two other random creatures within a 30-foot radius. |
3 | For the next minute, you regain 5 hit points at the start of each of your turns. |
4 | You cast Confusion centered on yourself. |
5 | Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
6 | You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. |
7 | A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
8 | You cast Fog Cloud on yourself |
9 | Flowers and vines temporarily grow around you making the ground within 15 feet of you difficult terrain for your enemies. |
10 | You cast Darkness centered on yourself. |
11 | You are frightened by the nearest creature until your next turn. |
12 | You overcharge your shot and your Arcane Armament explodes. The shot does maximum damage possible, and you take damage equal to half that. |
Arcane Arms
Level Req. | Arcane Arms | Damage | Range | Charges | Additional Properties |
---|---|---|---|---|---|
3rd | Pistol | 1d6 Force | 30ft / 120ft | 15 | Light |
5th | Revolver | 1d12 Force | 30ft / 100ft | 12 | Light, Surge1, Loading6 |
7th | Rifle | 2d6 Force | 80ft / 320ft | 10 | Two-Handed, Light, Surge1 |
9th | Scattergun | 3d6 Force | 5ft / 30Ft | 6 | Two-Handed, Surge2, Loading; Firing at a target(s) further than 5ft, causes the scattergun to fire in a 15 ft cone and all damage is divided among all creatures within the range. |
11th | Heavy Rifle | 2d8 Force | 120ft / 400ft | 5 | Two-Handed, Surge2, Loading |
13th | Thumper | 8d6 Piercing | 40ft / 60ft | 2 | Two-Handed, Surge3, Loading, Each creature within a 20ft radius from the point fired, must make a DEX saving throw equal to your spell save DC. On a success the creature takes half damage, on a failure each creature is moved 10ft from the point fired. |
15th | Automat | 12d6 Force | 30ft / 100ft | 3 | Two-Handed, Surge 5, Loading; You may divide your damage die rolled among 6 creatures within a 15ft radius around the point you fired. |
Arcane Arms' additional Properties:
- Light. You may use your bonus action to fire this as an off hand attack if you are unarmed or have another Light weapon in your main hand.
- Loading (X). Loading denotes that you must reload the weapon after X charges are expended by using a bonus action to do so. Attempting to fire the weapon without doing so instantly results in an surge of arcane energy, and the player must roll on the Arcane surge table.
Arcane Craftsman. At 7th level, you fully comprehend how your volatile magic interacts with your Arcane Conduit to form an Arcane Armament. You may begin researching and developing new arcan arms, requiring your ritual DC INT (Arcana) check to increase equal to a number given at the discretion of your DM depending on it's complexity and overall abilities.
Essence Theft
You regain 1 expended arcane charge each time you roll a critical hit on an attack roll with an arcane armament, or deal a killing blow with an arcane armament to a creature you absorb the magical energy of the weave leaving the dead target’s body on a successful DC INT (Arcana) check equal to 10 + creature’s WIS.
Combat Roll
When a creature that you can see hits you with an attack, you can use your reaction to roll 5ft in any direction. If you do so, the damage you take from the attack is reduced by 1d10 + DEX modifier. Beginning at 9th level the attack is reduced by 1d10 + DEX modifier + Proficiency bonus.
You gain 5ft of movement.
Runed-Charged Conduits
Your advancements in metallurgy and runic warding has allowed you to alter your attacks by imbuing different runed effects onto your arcane charges.
Before you roll for an attack you may choose one rune to activate, upon a successful hit the rune applies its affects and the magic is expended; the effect is applied in addition to your normal attack damage. This ability may be used a number of times equal to your INT modifier.
RUNE |
RUNE EFFECT |
---|---|
Piercing Rune |
Your charge pierces through the target of its attack and strikes any creature(s) in a 10ft line behind it |
Lingering Run |
Your charge lingers inside the targets body and causes hemoraging for the next minute, taking 1d8 equal to your Conduit's damage type at the end of their turn. The creature may make a DC WIS (Medicine) check equal to your spell save DC |
Wounding Rune |
Your charge wounds the creature it hits making it vulnerable to attack, the next attack roll made against this target before the end of your next turn has advantage. |
Bola Rune |
Your charge fires a spectral bola and entangles the creature it hits for the next minute. At the beginning of their turn they may make a Dexterity Saving Throw on your Spell DC to break free of the bola. |
Grapple Hook Rune |
Your charge fires an ethereal grapple hook forth grappling at a point within 60ft. You may pull yourself towards the point giving you 15ft Fly speed towards the point. If the point is on an object or creature you may pull it towards you on a successful DC STR (Athletics) check of your DM's discretion |
Keen Instincts
you learn to hone in your instincts using your wit and speed simultaneously making the events around you seem to slow giving you ample time to devise tactical ideas and gaining mastery of your Arcane energy. As a bonus action, you gain the following benefits for 1 minute:
- When you take the Attack action on your turn, you can make one additional attack as part of that action.
- Once on each of your turns when you make an attack with an Arcane Arm and miss, you can cause that attack to hit instead.
- When a creature within 30ft of you makes an attack roll against an ally you may use your reaction to fire a non-heavy Arcane Armament at that creature. If your attack is successful, that creature rolls its attack at disadvantage instead.
First and foremost awesome class design.
Few questions:
1. Are Arcane Conduits categorised as ranged weapons? Are the magic items for purposes of infusions?
2. "You can have up to two bonded conduits, but can summon only one at a time with your bonus action." You can summon one at a time but does that mean I can take 2 turns summoning and have two 1-handed conduits equipped?
3. "Arcane Charges [...] These charges can be restored by expending one 1st level or higher spell slot to replenish the charges in your conduit, converting the magical energy into charges." As what? As an action / bonus action / free action?
4. To cast spells above lvl 1 you need to use Refined Wild Magic Spellcasting. But can you choose to use Refined Wild Magic Spellcasting for casting lvl 1 spells? What about cantrips?
5. What is the to hit modifier for attack made with conduits? INT + proficiency?
6. You have unspecified levels for Essence Theft (I assume 3), Combat Roll (I assume 5), Runed-Charged Conduits (I assume 9) as well as Keen Instincts (I assume 15). Are those correct?
7. What is the difference between an Arcane Conduit and an Arcane Armament? Conduits are the elemental types and armaments are actual weapon shapes but can they be freely changed? If I have a fire conduit that I used as a pistol and I suddenly resummon this conduit as a rifle instead? The differentation has to be better explained. Am I bound to specific conduits / or specific weapon shapes / or conduit + weapon shape combos?
8. How does Refined Wild Magic Spellcasting interact with the extra attack?
9. Rune-Charged: "This ability may be used a number of times equal to your INT modifier." Reset on short or long rest?
10. Loading. Some weapons like Rifle do not adhere to the format of Loading(X) and simply state Loading. Does it have Loading(1) or Loading(5)?
11. Can weapons with Loading(1) be used with Refined Wild Magic Spellcasting at all? The spell cast requires a bonus action and reloading also requires a bonus action. So if someone attacks and casts a spell it leaves the weapon unloaded. Next turn he can reload and attack, but he no longer can cast another spell as the bonus action was spent reloading. He would need to waste a whole turn doing nothing except reloading and only after that he can repeat the attack + bonus action spell combo. Is that intended? Or is the intended use to weave lvl 1 spells and cantrips when reloading? Or maybe slap an Repeating Shot infusion and ignore this mechanic completely?
12. How does this class handle casting non damaging spells above lvl 1? Does he shoot his allies to apply buffs? Shoot the ground? Not shoot at all and simply hold the firearm?
It is a very complex subclass, but so was Gunslinger, and Blood Hunter when it was introduced... If you have any questions or specifics of things that weren't explained properly I'd love to help explain it and/or correct it so that it's more fluid! The class is fun! One of my players played it and really enjoyed it!
From what I can get, this seems like a cool subclass.
However, there is so much convoluted text and new vocabulary that this feels nigh impossible to actually learn and play. There are a lot of new terms that don't seem to have explanations and references to things that are hidden elsewhere, or even just missing. There's just way too much going on.