Base Class: Artificer
The Mancers of Caelondia are an elite group of inventors, scientists, and explorers dedicated to the betterment of Caelondian society as a whole. While some Mancers remain in Cael to study and perfect their chosen path, some Mancers instead travel the world using technology and science to better the world around them.
Mancer Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Mancer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
| 3rd | Shield, Thunderwave |
| 5th | Scorching Ray, Shatter |
| 9th | Fireball, Wind Wall |
| 13th | Ice Storm, Wall of Fire |
| 17th | Cone of Cold, Wall of Force |
Thunder Canon
You forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This firearm is called a Thunder Cannon. It is a ferocious weapon that fires crystalline bullets that can punch through armor with ease. You are proficient with the Thunder Cannon. The firearm is a two-handed ranged weapon that deals 2d6 piercing damage. Its normal range is 150 feet, and its maximum range if 500 feet.Once fired, it must be reloaded as a bonus action. If you lose your Thunder Cannon, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials.
Arcane Magazine
At 3rd level, you learn to craft a leather bag and infuse crystalline bullets used to carry your tools and ammunition for your Thunder Cannon. Your Arcane Magazine includes the powders, crystals, and other materials needed to keep that weapon functioning. You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds.If you lose your Arcane Magazine, you can create a new one as part of a long rest,using 25 gp of leather and other raw materials. If any crystals ever exceed 40, the crystals immediately become dull and unusable.
Thundermonger
At 5th level, you learn to channel thunder energy into your Thunder Cannon. As an action, you can make a special attack with your Thunder Cannon that deals an extra 1d6 thunder damage on a hit. Because this blast is so powerful you must brace yourself by dropping prone bracing between two rocks, or similar methods to withstand the blast. Failing to brace will cause blowback equal to half the damage you would have done to an enemy regardless of hit or miss and drop you prone. You may make a strength save to lessen this damage to one quarter instead without dropping prone.
This extra damage increases by 1d6 when you reach certain levels in this class: 7th level (2d6), 9th level (3d6), 11th level (4d6), 13th level (5d6), 15th level (6d6), 17th level (7d6), and 19th level (8d6).
Arcane Ammo
At 9th level you may prepare special cartridges with alchemical components to activate when fired.These special ammunition types must be prepared at the same time as you prepare Artificer spells. Each cartridge has an associated cost that is deducted from your Arcane Magazine.
Ignus Shot: 6 Cartridges Cost. Ignus rounds explode on impact, detonating in a 30 foot radius. Each creature in that radius must make a Dexterity saving throw with a DC of 8+ Your proficiency bonus + Intelligence modifer. On a failed saving throw the creature takes 4d8 Fire damage or half as much on a successful save.
Samite Shot: Samite shots channel the flashbang powder entwined in the material to create an intense bolt of light. Rather than making an attack roll, you cause the gun to unleash a bolt of light, 5-feet wide and 30-feet long. Each creature in that area must make Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d6 radiant damage. This damage increases to 6d6 when you reach 19th level in this class
Aard Shot: Coating the cartridge in a special material known as wildfire and building pressure on it, this shot causes a destructive concussive force. As an action, you can make a special attack. Rather than making an attack roll, you unleash force energy in a 15-foot cone from the gun. Each creature in that area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 2d6 force damage and is pushed 10 feet away from you knocked prone. A successful saving throw deals half damage and doesn't knock prone. This damage increases by 1d6 when you reach certain levels in this class: 13th level (3d6) and 17th level (4d6)
Mjolnir
At 15th level you are a master at wielding the Thunder Cannon precisely. While Prone, your Thunder Canon gains the following benefits.
- You may now fire twice before needing to reload with a bonus action. This may not be used with special cartridges.
- Shots that strike an enemy may now ricochet between enemy creatures so long as they are within 5 feet of each other.
Previous Versions
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