Base Class: Artificer
Based on the 4e artificer
At you GMs discretion, this class's features can also apply this to the use of firearms, or other handheld mechanical ranged weapons. In this case, battle ready also grants proficiency in the use of those kinds of weapons and this subclasses features apply to the use of those weapons.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Suppresser Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Suppresser Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Battle Smith Spells
| Artificer Level | Spell |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Healing Infusion
You can prepare admixtures to protect and heal your allies.
You have 2 charges of your healing infusions. As a bonus action, you can expend one charge to grant one of the following bonuses to an ally within 30 feet.
- The target gains 1d10 temporary hit points. Increase the number of temporary hit points by 1d10 if the creature is at least level 5 (2d10) and 10 (3d10).
- The target gains resistance to all damage until your next turn.
At the end of a short rest, you or a willing creature with more than one hit die can spend a hit die; she does not regain any hit points, but you regain one charge of your healing infusion. At the end of a long rest, additional creatures can also expend their hit dice this way, and you gain an equal number of charges of your healing infusion. Note the level of the creature spending each hit die; increase the amount of temporary hit points granted by this feature by the level of the creature that expended the hit die.
Battle Ready
When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:
- You gain proficiency with the heavy crossbow and the hand crossbow.
- When you attack with a magic crossbow, you can use your Intelligence modifier, instead of your Strength or Dexterity modifier, for the attack and damage rolls.
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Suppressive Fire
When you reach level 5, you can prepare small concoctions to help or hinder attacks, and apply them with an attack with your crossbow. If you take the Attack action on your turn, you can forego your 2nd attack to instead ready a ranged attack with your crossbow as a free action. When your attack triggers, you fire a specially prepared bolt, made with a small extraction of your magic; select one of the following effects and expend a bolt of that type:
- Bulls-eye: Roll 1d4; add the result to the triggering attack roll;
- Smoke: Roll 1d4; subtract the result from the triggering attack roll;
- Blast: Roll 2d4: add the result as either Fire, Acid or electricity damage to the damage roll; increase the damage by 2d4 at level 9 (4d4) and 15 (6d4); The damage type is selected when the bolt is created;
- Burst: After a damage roll, if the attacker and the target of the attack are within 10 feet of each other, push each target 10 feet from the other;
- Snare: After a damage roll, select a point within 30 feet; you lodge a pulley in the ground that pulls a, large or smaller, target, 20 feet, with hempen rope.
- Trip: After a large or smaller creature moves at least 5 feet, fire a crude bola of hempen rope and rocks at its feet, knock it prone;
You only have one bolt of each type, which must be prepared before use. When you finish a short rest, you prepare one bolt of each expended effect.
VARIANT: BOLT CRAFTING
The GM can allow an Artificer to create new effects with their bolts. When the Artificer levels up, she can replace one of above effects with a different one of a similar power, such as using Holy Water for the Blast effect so it deals Radiant damage.
Magic Bolts
Starting at level 9, when you use your woodcarver's tools to craft arrows you can carve intricate arcane symbols onto the arrows. You must spend at least 30 minutes of the rest meditating while carving the symbols on each arrow. At the end of the short or long rest, you touch up to 5 pieces of ammunition you created and impart them with a measure of your own magic. They become the +1 version of that type of ammunition.
You can have a maximum of 5 magical ammunition created from this feature at any time.
Improved Healing Infusion
Starting at level 9, you can have up to 3 healing infusions at a given time.
Superior Reflexes
At 15th level, you can take a reaction in response to when an attack you can see is made, or to other events the GM deems appropriate.
Make a ranged attack after an attack roll is made, but before the outcome is revealed; roll a d20. You choose which of the d20s is used for the attack roll. In addition, until the end of your next turn, your speed is doubled, you gain a +2 bonus to AC, and you have advantage on Dexterity saving throws. You gain an additional action on your next turn. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
You can do this 2 times. You must take a long rest to regain all uses of this feature.
Superior Healing Infusion
At level 15, you can choose an additional target when you expend a healing infusion. This does not expend two uses of your healing infusions.
Previous Versions
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10/1/2020 12:37:24 AM
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