Base Class: Artificer
Infusiliers have created a unique method of infusing rounds of ammunition with supernatural effects by manipulating the magic in the world around them. Through dedication to their craft, they have discovered how to add exceptional firepower, stopping force, and even restorative properties to each bullet they fire. Infusiliers are expert marksmen, firing with unwavering will and pinpoint accuracy. If they're staring down the barrel, no enemy is safe.
Firearm Proficiency
3rd-level Infusilier feature
At 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
You gain the Sharpshooter feat.
Infusilier Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Infusilier Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Infusilier Spells
| Artificer Level | Spell |
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3rd |
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5th |
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9th |
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13th |
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17th |
Aether Ammunition
At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn three Aether Ammunition options of your choice (see “Aether Ammunition Options” below). You may choose to replace any Aether Ammunition options during a short or long rest.
Once per turn when you fire a bullet from a musket or rifle as part of the Attack action, you can apply one of your Aether Ammunition options to that bullet. You decide to use the option when the bullet hits a creature, unless the option doesn’t involve an attack roll. You have uses of this ability equal to plus your proficiency bonus (minimum 2), and you regain uses of it equal to half your proficiency bonus rounded up per short rest or long rest.
You gain an additional Aether Ammunition option of your choice when you reach certain levels in this class: 5th, 9th, 13th, and 17th level.
Ability can be used a number of times equal to your proficiency bonus per long rest. During a short rest, you may recover a number of uses equal to half of your proficiency bonus rounded up.
Deployable Cover
You’re a master at forming well-defended emplacements using Deployable Cover. Using tinkerer's tools or smith’s tools, you can take a bonus action to magically create a Deployable Cover in an unoccupied space on a horizontal surface within 5 feet of you. The deployable is a half-foot thick and 5 feet wide.
Once you deploy a cover, you can’t do so again until you finish a long rest. You can have only one cover at a time.
The deployable cover has an AC of 17 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage.You and your allies have half cover while within 5 feet of a cover you create. 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.
Extra Attack
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Abundant Aether
As an action, you can overcharge the aether in the chamber of your firearm. Choose an Aether Ammunition to apply to this shot. Each creature in a 120-foot line must make a Dexterity saving throw against your spell save DC, taking 10d6 damage on a failed save, or half as much damage on a successful one and applying the effects of the selected Aether Ammunition.
Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.
Due to the extreme force of the blast, your firearm jams and cannot be used again until you spend an action to try and repair it. To repair your firearm, you must use an action.
Aether Ammunition Options
The Aether Ammunition feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.
If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.
3 options may be chosen at 3rd-level and 1 additional at 9th-level, 13th-level, and 17th-level (Maximum 6).
Buckshot
You infuse your bullet with fire energy drawn from the school of evocation. The energy detonates upon impact. Immediately after the bullet hits the creature, the target and all other creatures in a 10 foot cone behind the target 1d6 fire damage.
The bullet's infused effect increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), and 15th level (4d6).
Chain Bola
Your transmutation infusion alters the bullet's shape to become a chain bola. A creature hit by the bola must make a Constitution saving throw. On a failed save, a creature takes an extra 1d4 blunt damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.
The bullet's infused effect increases by 1d4 when you reach 5th level (2d4), 9th level (3d4), and 15th level (4d4).
Cover Fire
You infuse your bullet with a burst of positive aether that grants each creature within 10 feet of the target or location, a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).
The bullet's infused effect increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), and 15th level (4d8).
Homing Beacon
Using divination magic, you grant your bullet the ability to seek out a target. When you use this option, you gain advantage on your attack roll for this attack. Choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. The create takes an extra 1d4 psychic damage.
The bullet's infused effect increases by 1d4 when you reach 5th level (2d4), 9th level (3d4), and 15th level (4d4).
Oil Slick
You infuse your bullet with conjuration aether. The bullet explodes on impact, covering a 10-foot square centered on a creature within range and turns it into difficult terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Rubber Bullet
The bullet is infused with enchantment aether that causes a magical slumber. Roll 3d8; A creature's hit points must be equal to or less than the remaining total for that creature to be affected. A target creature within range hit by this attack falls unconscious until their next turn, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.
Undead and creatures immune to being charmed aren't affected by this spell.
The bullet's infused effect increases by 1d8 when you reach 5th level (4d8), 9th level (5d8), and 15th level (6d8).
Smoke Bomb
Your bullet is infused with a smoke illusion. Upon impact, the bullet flares with a bright light, and the attack deals an extra 1d4 radiant damage to the target. Additionally, the target is blinded and cannot cast a spell that includes a verbal component until the next round.
The bullet's infused effect increases by 1d4 when you reach 5th level (2d4), 9th level (3d4), and 15th level (4d4).
Terrifying Shell
You infuse necromantic aether into your bullet. A creature hit by the bullet takes an extra 1d4 necrotic damage. You awaken the sense of mortality in the a creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened of you until the next round.
A construct or an undead is immune to this effect.
The bullet's infused effect increases by 1d4 when you reach 5th level (2d4), 9th level (3d4), and 15th level (4d4).
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