Artificer
Base Class: Artificer

An Elementalist seeks to master a wide variety of destructive energies. Artificers that pursue this line of study might be trying to replicate the might of dragons, or they might simply be fascinated with storms of every kind. They can dedicate themselves to a single element, or switch between two or three in the span of a day. They usually channel these energies through a special magic weapon called an arcane cannon, which can generate bolts of acid, cold, fire, lightning, or thunder.

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.

Elementalist Spells

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

Elementalist Spells

Artificer Level Spell

3rd

ice knife, thunderwave

5th

shatter, acid arrow

9th

fireball, lightning bolt

13th

vitriolic sphere, storm sphere

17th

immolation, cone of cold

Arcane Cannon

At 3rd level, you learn how to turn any crossbow into an arcane cannon, a powerful focus for elemental magic. When you finish a long rest, you can embed a dragonshard or a diamond worth at least 50 gp into a crossbow and transmute it into your arcane cannon. The weapon turns back into a crossbow if you remove the gem.

You can use your arcane cannon as a spellcasting focus for your artificer spells. When you attack with it, you can use your Intelligence modifier, instead of Dexterity, for the attack and damage rolls. The arcane cannon doesn't require ammunition. On a hit, it deals acid, cold, fire, lightning, or thunder damage (your choice).

Whenever you use your arcane cannon to cast a cantrip that deals acid, fire, cold, lightning, or thunder damage, you can use a bonus action to enhance the effect of the spell, gaining any of the following benefits that apply:

  • If it imposes a saving throw, the target(s) take half the cantrip's damage (with no additional effect) on a successful save.
  • If it requires a weapon attack, the arcane cannon deals one roll of its damage die, using the cantrip's damage type.
  • If it involves a melee attack, you instead make a ranged attack using the arcane cannon's range.
  • If it involves a ranged attack, you gain advantage on that attack roll.

Elemental Savant

At 5th level, you expand your elemental capabilities:

You can roll one additional weapon damage die when you hit with the arcane cannon's basic elemental attack.

Whenever you cast a spell using your arcane cannon as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must be a damage roll that deals acid, fire, cold, lightning, or thunder damage, and the bonus equals your Intelligence modifier (minimum of +1).

Choose a cantrip from any class that deals acid, fire, cold, lightning, or thunder damage. You learn that cantrip, and it counts as an artificer cantrip for you, but it doesn't count against the number of cantrips you know. When you gain a level in this class, you can replace this cantrip with any other elemental cantrip.

Improved Arcane Cannon

Starting at 9th level, your arcane cannon improves in both damage and accuracy:

  • You can roll two additional weapon damage die when you hit with its basic elemental attack.
  • It gains a +2 to both weapon and spell attack rolls.

Elemental Mastery

By 15th level, you have nearly mastered your techniques for dealing and absorbing basic elemental damage:

  • You can roll three additional weapon damage die when you hit with the arcane cannon's basic elemental attack.
  • You gain resistance to acid, cold, fire, lightning, and thunder damage.

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