Artificer
Base Class: Artificer

mlep

Bullets of spell and steel

At 3rd level, you learn to augment your bullets to deal different damage types to your foes. 

Whenever you hit a creature with a ranged attack from a firearm, you deal an extra d6 fire, lighting or cold damage. When you reach level 10 with this class, the damage increases to a d8, 15th level with this class, it becomes a d10 and 17th level to a d12. In addition, you may use your bonus action to reload any fire arms you are carrying.

Outlaw spells

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

Outlaw Spells

ARTIFICER LEVEL SPELL

3rd

magic missile, alarm

5th

blur, shatter

9th

fireball, lightning bolt

13th

freedom of movement, fire shield

17th

conjure volley, cloudkill

Extra attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Head seeker

Starting at 9th level, You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Bullet Time

Starting at 15th level, You have learned to fire your guns with supernatural speed, within seconds. As an action on your turn, you may make a ranged attack with advantage against any number o creatures within 30 feet of you. If you hit, the attack is considered a critical hit. If you miss, you roll the damage you would do and deal half that to the target. Once you do this, you can't use this ability again until you finish a short or long rest or you expend a 5th level spell slot to regain this ability.

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