Base Class: Artificer
Some artificers focus their creativity into a hand crossbow, turning it into a singular tool and weapon beyond compare. Some artificer Bowyers name their creations, others just resort to calling them utility bows, despite them being crossbows.
Create Utility Bow
Starting at 3rd level, you have managed to create a Utility Bow from a hand crossbow. If your bow is lost it requires 150 gp and 3 weeks of crafting time to replace it. As such many Bowyer artificers carry around multiple in case one is broken or stolen. Your first Utility Bow is free.
This acts as your spellcasting focus. You gain proficiency in this weapon (for all functions).
Your specialty ammunition is created by your evening and morning tinkering, there is no cost over and above the cost of the bolts.
Utility Bow Specialty Shots
At 3rd level you modify a hand crossbow to allow some unique abilities. The foundation of a good utility bow starts with modifications to allow the firing of specialty bolts. Each type of bolt can be used for different types of special shots. Each use replaces an attack as part of the attack action And you can use different types of bolts during a single attack action.
Bola Bolts -Range 30’ / 30’ - there is no long range on these bolts. Upon firing this bolt, the bolt opens up into a bola, dealing 1d4 damage
- Tripping Shot - You shoot the bola bolt at your enemies legs in an attempt to knock them prone. If you hit, the enemy must make a dexterity saving throw equal to your spell DC or be knocked prone. To remove the restrained condition you must break out of the bola, requiring a Strength Check DC 13.
- Restraining Shot - You shoot your bola bolt at your enemies mid section, if you hit, the enemy must make a dexterity saving throw equal to your spell DC or be restrained. To remove the restrained condition you must break out of the bola, requiring a Strength Check DC 13.
Metal bolts - Range 30’ / 30’ - there is no long range on these bolts. Built from solid metal, the heaviest metal that will work in the utility bow, these bolt have a heavy impact.
- Piercing Shot - You shoot your enemy in a location especially vulnerable. You deal an additional 1d6 damage.
- Pushing Shot - You shoot your enemy at their center of balance, forcing them back away from you. Your enemy is pushed to 30’ away from you. The total distance pushed is dependent on how close they are initially. (When the push is concluded the enemy is 30’ away from the artificer).
Grapnel Bolt - Range 30’ /. 30’ - there is no long range on these bolts. A super strong cable connects the bolt and the utility bow. When firing the bolt head splits into a grapple spikes that impale into the target. By flipping a switch on the bow, the cable begins to retract. Flipping a second switch on the bow releases the cable. The cable can hold 300 pounds.
- Pulling Shot - You shoot your bolt and impale the head into your enemy, flipping a switch on the bow, you pull your enemy closer to you. Your enemy must make a strength Saving throw equal to your spell DC to determine if they are pulled. If they fail, they are pulled 10’ closer to the artificer.
- Retracting Shot - You target an object and fire your grapnel bolt impaling the object, but retracting the cable, and jumping, you pull yourself the full 30’ to your target (ending in a square adjacent to your target). No jump check DC is required.
- Grappling Hook Shot - You target an object and fire your grapnel bolt, impaling the object. You can use the cable to allow you to swing from it.
Enhanced Repeating Shot Infusion
Your experience in creating specialty bolts has taught you how to enhance your Repeating Shot Infusion to allow it to create specialty bolts. Starting at 3rd level, you select the bolt that is being created by pushing a button on the side of your utility bow.
Slow Fall
Starting at 5th level : When you are falling, you can use your reaction when your utility bow is in hand to slow your fall speed by using a Grapnel Shot to attach to a wall as you are falling. You can either reduce your fall distance by 30’, or stop yourself from falling any more than 30’ (as you dangle by your utility bow).
Multiple Infusions
At 5th level : Due to the complex workings of your Utility Bow, you have found a way to impart multiple infusions into the one weapon, despite the rules stating only one infusion can be put into one item. This takes up the normal number of infusions used.
You also learn how to infuse multiple Utility Bows with infusions. You can infuse up to two different Utility Bows with infusions, and your can use the infusions multiple times if they are being put onto a Utility Bow. This takes up the normal number of infusions used, for example putting two infusions into two Utility Bows takes up 4 infusions.
Intelligent Trajectory
At 9th level : Your experience with your Utility Bow has taught you how to improve your shot trajectory. Add your intelligence modifier to your attack rolls made with your Utility Bow.
High Powered Shots
At 9th level : You have learned how to crank up your Utility Bow to the next level making all your shots more powerful and dangerous. All shots made from your bow gain +2 to saving throw DCs. You also add your intelligence modifier to your damage rolls with a utility bow.
Efficient Infusions
At 15th level : You have spent so much time with your Utility Bow that you have improved the efficiency of infusions cast into them. When infusing two infusions into your Utility Bow, you only use one infusion slot.
Previous Versions
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