Artificer
Base Class: Artificer

Firearms are become more and more common in the world, getting in the hands of evil and good alike. However none are ever quite as skilled with the black powder weapons as the creators themselves learning what works through trial and error, never knowing when the next success will come, or the next critical failure.

The Rifle Engineer is a person who has devoted much of their life to the art of black powder weaponry and experimentation itself, pefecting the deadly weapons into even deadlier weapons of mass destruction.

 

Tool Proficiency

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

You can use smith's tools to create firearms as they are described in the Dungeon Masters Guide

Rifle Engineer Spells

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

Artificer Level Spell

3rd

chaos bolt, ice knife

5th

Melf's acid arrow, silence

9th

lightning bolt, elemental weapon

13th

vitriolic sphere, fire shield

17th

conjure volley, cloudkill

Integrated Ammunition

At 3rd level when you adopt the Rifle Engineer profession, you have practiced ways to enhance your firearm shots through countless dangerous experiments. Effectively infusing ammunition with the effects of spells, causing devastating effects on the battlefield.

At the end of a long rest, the Rifle Engineer can expend a Spell Slot (or choose a Cantrip) to integrate a spell within a piece of ammunition, to activate the spell when fired, with the following rules;

  • The spells that can be integrated must be a Spell that requires an attack roll.
  • The spell does not have to be a prepared spell
  • You can use the attack modifiers for the firearm instead of their normal Spell Attack modifier
  • The spell is cast at 1 spell slot higher than was used to create the Integrated Ammunition (or with an additional damage dice if a Cantrip is chosen) 
  • The firearm damage is added to the damage roll of the spell effect

You can prepare 1 Integrated Ammunition per long rest, and can keep as many Integrated Ammunition pieces equal to your Intelligence Modifier (minimum of 1)

Diverse Ammunition

Starting at 5th level, you have learnt to adapt to your opponents weaknesses. After a long rest you can add elemental damage to a number of ammunition you own equal to your Intelligence modifier (minimum of 1). You choose from acid, cold, fire or lightning, add 1d6 to the firearms damage of the chosen type.

Spells cannot be integrated into elemental ammunition as they would become too volatile and likely activate before fired.

At 9th level the extra damage increases to 2d6, and at 15th it increases to 3d6.

Perfected Firearms

Starting at 9th level, you have tinkered and improved your firearms to suit your need perfectly. As long as you own tinker's tools or smith's tools, you can spend time during a long rest to add the following effects to any firearm while you wield it.

  • Your attacks using the firearm score a critical on a 19 and 20
  • You ignore the disadvantage for long range with the firearm
  • You can Spend a Bonus Action to aim, giving your next shot in the turn advantage

Toughened Hearing

At 15th Level, you have gained toughened eardrums from the use and experimentation of different ammunition and explosions, you get the following benefit

You gain resistance to thunder damage, and an immunity to the deafened condition

Overwhelming Firepower

By 15th Level, you have learned how to create a piece of ammunition with so much destructive potential that it destroys the rifling of the firearm used to fire it:

  • Once per long rest, you can unleash an Overshot, a 120ft line all creatures in that line take 5d12 piercing damage, any creature within 5ft of the line (including those hit by the line) must make a Dexterity saving through against your spell save DC or take 10d6 thunder damage. This attack destroys the firearm used and must be repaired using tinker tools during a short or long rest (DC18)

 

Previous Versions

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5/1/2020 3:50:05 PM
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10/31/2020 3:27:00 PM
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Rifle Engineer Image

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