Artificer
Base Class: Artificer

Fletcher Artificers specialize in making and firing enchanted ammunition.

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.

Additionally, you gain proficiency in martial ranged weapons.

Fletcher Spells

*You will have to manually add your Fletcher spells to your book. I can't figure out how to publish the class with them listed.*


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

Fletcher Spells

Artificer Level Spell

3rd

Hail of Thorns, Ensnaring Strike

5th

Cordon of Arrows, Web

9th

Lightning Arrow, Conjure Barrage

13th

Elemental Bane, Locate Creature

17th

Conjure Volley, Swift Quiver


Additionally, you learn 2 cantrips of your choice from the artificer or wizard spell lists.

Arcane Quiver

You create a magical quiver or ammunition pouch that carries your enchanted ammunition. 

You can use an action and expend a charge to draw and fire a piece of ammunition from the quiver that is enchanted with the effects of one of your cantrips. In addition to taking damage from the ammunition, the target suffers the effects of that cantrip.

As an example, you may enchant an arrow with the Firebolt cantrip making it so that the ammunition deals an additional 1d10 fire damage when hitting an enemy. Or you might enchant it with Prestidigitation so that it sends out sparks as it flies.

If a piece of ammunition drawn from this quiver requires the target to make a saving throw, the DC is equal to your spell save DC. Your quiver has a number of charges equal to 1 + your Intelligence modifier, and it regains all charges when you complete a short or long rest.

If you lose this quiver, you can create a new one with 8 hours of work and the expenditure of 25 gp worth of materials.

Potent Arrow

Starting at 5th level, all ammunition drawn from your Arcane Quiver is considered magical for the purpose of overcoming resistances and deals additional force damage equal to your Intelligence modifier.

Expanded Quiver

Starting at 9th level, you can use your spell slots to recover uses of your Arcane Quiver. As a bonus action, you can expend a spell slot to recover 2 charges of Arcane Quiver per spell level spent.

Twinned Arrow (Ricochet)

Starting at 15th level, when you take the Attack or Arcane Quiver action with a ranged weapon, you can make an additional attack with that weapon as a bonus action against a new target within 20 feet of the first target.

When fired, the ammunition either duplicates mid flight to strike the new target or ricochets from the first target to the second. If the ammunition used in the first attack was enchanted by your Arcane Quiver, then the ammunition used for the bonus action attack carries this same enchantment.

Previous Versions

Name Date Modified Views Adds Version Actions
9/16/2020 5:42:05 PM
10
0
1.0
Coming Soon
1/29/2021 3:47:29 PM
20
2
--
Coming Soon
1/29/2021 4:39:23 PM
21
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes