Artificer
Base Class: Artificer

Sigils are magically etched into an item using an Assigner, which a Sigilmaster can make along with any tools constructed using  the Right Tools for the Job feature.  To etch sigils into an item uses one Infused Item slot.  They fade away along with the infusion, but are otherwise permanent. 

The Assigner layers the sigil onto the item at the macro level in an obvious and visible way, but a Sigilmaster also understands that it reprograms the elemental magic characteristics of the item in what he would consider to be several “layers” down to the molecular level.

Tool Proficiency

3rd-level Artillerist feature

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.

Artillerist Spells

3rd-level Artillerist feature

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.

Artillerist Spells

Artificer Level Spell

3rd

shield, thunderwave

5th

scorching ray, shatter

9th

fireball, wind wall

13th

ice storm, wall of fire

17th

cone of cold, wall of force

Eldritch Cannon

3rd-level Artillerist feature

You've learned how to create a magical cannon. Using woodcarver’s tools or smith’s tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.

Once you create a cannon, you can’t do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can’t create one while your cannon is present.

The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.

When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.

Eldritch Cannons

Cannon Activation

Flamethrower

The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.

Force Ballista

Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.

Protector

The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).

Sigilcraft

Sigils are magically etched into an item using an Assigner, which a Sigilmaster can make along with any tools constructed using the Right Tools for the Job feature.  To etch sigils into an item uses one Infused Item slot.  They fade away along with the infusion if it goes away, but are otherwise permanent. 

The Assigner layers the sigil onto the item at the macro level in an obvious and visible way, but a Sigilmaster also understands that it reprograms the elemental magic characteristics of the item in what he would consider to be several “layers” down to the molecular level.

The sigilmaster can use ONE non-support sigil at a time while infusing.

You can swap out all known sigils when you gain a level in this class.

Force - Applies directional force

Strengthen - Increases the material strength of items

Holdfast - Hold in place on activation

Power Gathering - Draw in and store magical energy from surroundings

Force

Apply directional force

Gather Power

Draw in and store magical energy from surroundings

Holdfast

Remain stationary when activated

Strengthen

Augment the material strength of items.  This does NOT impact the strength statistic of wearers.

Support Sigils

TWO support sigils can be etched into an item, along with any other sigils already etched into it.  Their effects can change or augment both other sigils as well as the item.

Activate - Manually engage another sigil effect. This is really a combination of inter-related sigils. It’s non-trivial to use, so somebody without special knowledge or skills would need a sigilmaster to show them how. Then they would be able to use the sigil on their own.

Bind - Bind an item to another material, inorganic item, fusing them together magically or joining them in another fundamental way

Activate

Manually engage another sigil effect.  This is really a combination of inter-related sigils.  It’s non-trivial to use, so somebody without special knowledge or skills would need a sigilmaster to show them how.  Then they would be able to use the sigil on their own.

Bind

Bind an item to another material, inorganic item, fusing them together magically or joining them in another fundamental way

Arcane Firearm

5th-level Artillerist feature

You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver’s tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.

You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell’s damage rolls equal to the number rolled.

Explosive Cannon

9th-level Artillerist feature

Every eldritch cannon you create is more destructive:

  • The cannon’s damage rolls all increase by 1d8.
  • As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.

Fortified Position

15th-level Artillerist feature

You’re a master at forming well-defended emplacements using Eldritch Cannon:

  • You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.
  • You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can’t create a third cannon while you have two.

Previous Versions

Name Date Modified Views Adds Version Actions
1/15/2021 8:00:16 PM
9
3
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes