Artificer
Base Class: Artificer

While many in Runeterra have figured out ways to create firearms at a basic level, using mere wood and gunpowder to achieve their goals, you have set your sights much higher. As an accomplished citizen of Piltover, you have discovered ways to manipulate the mana around you in the air and have it serve as ammunition for your own firearms. However, you would stop at just simple firearms. You have much bigger plans, being able to create tools and gadgets for peak combat performance. Perhaps you studied at one of the finest universities in Piltover to acquire this knowledge, or perhaps you read about legendary heroes such as Jayce, Viktor, Vi, or Caitlyn and their weapons, and you tinkered your own ideas into the mix. Any way you decide you found this knowledge, you will come to learn about the great secrets of mana and just how powerful it can be, if used in knowledgeable hands.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with Jeweler's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Piltovan Prodigy Spells

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

Piltovan Prodigy Spells

Artificer Level Spell

3rd

Absorb Elements, Chaos Bolt

5th

Aganazzar's Scorcher, Spiritual Weapon

9th

Counterspell, Lightning Arrow

13th

Polymorph, Storm Sphere

17th

Bigby's Hand, Flame Strike

Hextech Revolver

After learning about the basic stages of mana and how it can be used to create weapons of deadly force. At the end of a long rest, you can spend 25 gold pieces (in place for the metals and various parts) to craft a special Hextech Revolver. This weapon is a 1d6 ranged light weapon with a range of 60/240 that has multiple unique properties:

This weapon contains a chamber for six bullets.

This weapon deals force damage instead of piercing damage.

This weapon uses your Intelligence modifier for attack and damage rolls instead of dexterity.

This weapon requires no ammuntion. However, the user must reload as a bonus action by flicking the chamber in the air and allowing the mana in the air to transform into more bullets for your Hextech Revolver. You can still reload even if you are holding two revolvers.

You can make an additional attack with a second revolver if you have one in your other hand as a bonus action.

You can also deal extra force damage equal to your artificer level. You can use this feature a number of times equal to your intelligence modifier (minimum of once). You regain all charges at the end of a long rest.

Hextech Upgrade #1

After spending time using and battling with your Hextech Revolver, you have obtained the knowledge to craft one of three more powerful hextech gadgets. You can choose between a Hextech Gunblade, Hextech Protobelt-01, or a Hextech GLP-800, each with their own special properties. You will be able to choose more options as you gain levels in this class. The cost of the creation of these weapons is 50 gold pieces for metals and varuous parts. In addition, you must craft another hextech revolver as you convert its power core into your new upgraded gadget.

Hextech Upgrades

Upgrades Abilities

Hextech 

Gunblade

This upgrade transforms your revolver mana-infused blade. Your revolver becomes a melee weapon that deals 1d6 slashing damage. In addition, your gunblade still retains all the properties of your original revolver. However, it does lose its light property. This gunblade uses your intelligence instead of strength or dexterity when calculating attack or damage rolls. In addition, you regain a number of hit points equal to your intelligence modifier every time you land an attack with this weapon with the melee function of this upgrade. You can also forgo all attacks during your turn to instead fire a slowing bolt, dealing 3d8 force damage and halving the targets movement speed until the end of your next turn.

Hextech

Protobelt-01

This upgrade becomes an item and loses its Hextech Revolver functions, however it gains entirely new properties. On your turn, you can use a bonus action to dash a number of feet equal to half your movement speed. You can also dash through creatures and any type of terrain. If you end your turn within a creature or terrain, you take force damage equal to twice the number of feet you moved and are shunted to the nearest empty space. At the end of your dash, the belt launches a cone of rockets in a 15 cone in front of you, forcing all creatures to make a dexterity 15 saving throw or take 3d6 fire damage on a failed saved or half as much on a successful one. You also fire one rocket out 10 feet in a line behind you, required the first creature it hits to make a dexterity 15 saving throw or take 6d6 fire damage on failed save or half as much on a successful one.

Hextech GLP-800

This upgrade becomes a two-handed firearm that deals 2d10 cold damage that has a range of 200/800 and uses your intelligence modifier when calculating attack and damage rolls. In addition, this weapon comes with an upgraded magazine of 15 blasts before needing to be reloaded. In addition, you can use an action to fire icicles from the firearm in a 30 foot cone in front of you. this Each creature within this cone must make a dexterity 15 saving throw or take 2d6 cold damage and have their movement speed halved until the end of their next turn.

Hextech Upgrade #2

At 5th level, you learn how to craft a second gadget to upgrade using your Hextech Revolver's power core.

Hextech Upgrade #3

At 9th level, you are finally able to harness all three gadgets using your Hextech Revolver's power core.

Power Core Unleashed: Orbital Strike

At 15th, your trials and tribulations with your Hextech Revolver and its mysterious power core have finally been unlocked, finally learning the secret of the true peak of its capabilities in combat. As an action, you can choose a spot that  you can see on the map and have your power core target it. After the spot is targeted, the power core unleashes its full destructive capabilities as a nova blast of raw power and energy. This blast extends out in a 30 foot radius around the point you chose and lasts for one minute. This ability functions just as if you were concentrating on a spell and therefore can lose this ability if your lose concentration. Any creature caught within the initial blast must make a dexterity saving throw or take 4d8 force damage on a failed save or half as much on a successful one. This damage also occurs at the start of every turn taken after yours. In addition, any creature you choose can automatically succeed this saving throw. You can also move the orbital strike up to 30 ft. as bonus action after you have activated it.

After you use this ability, you cannot use it again until you finish a long rest.

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