Artificer
Base Class: Artificer

The Cannoneer specializes is long range combat, utilizing the new technology of firearms coupled with arcane magic to shoot out a deadly barrage of both spells and bullets. Master gunsmiths, Cannoneer’s are always on the cutting edge of arcane technology, utilizing magic infused shells in order to decimate opponents.

Cannoneer Spells

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

Cannoneer Spells

3rd Level- Hunters Mark, Magic Missile

5th Level- Misty Step, Pyrotechnics 

9th Level- Blink, Lightning Bolt

13th Level- Banishment, Secret Chest

17th Level- Cone of Cold, Immolation

Tool Proficiency

When you adopt this specialization at 3rd level you gain proficiency with one type of artisan's tools of your choice.

Arcane Rifle

At 3rd level you can craft a special type of firearm known as an arcane rifle when ever you finish a long rest. This weapon deals 1d10 piercing damage, has a range of 80/200, has the ranged, two handed, and loading properties, and uses your intelligence for attack and damage roles. This rifle can also be used as a spell casting focus. Any firearm which you have an infusion on also benefits from the effects of being an arcane firearm, but keeps its initial damage, range, and weapon properties. 

Arcane Shells

At 3rd level, as a bonus action you can load one Arcane Shell into your Arcane Rifle. If a shell requires a creature to make a saving throw use your artificer spell save DC. The number of times can use this is ability is equal to your proficiency bonus and you regain all shells when you finish a long rest. You know how to craft 2 shells at third level and learn an additional shell at 7th, 10th, 15th, and 18th level.

Shells

Freezing Shell  When you hit a creature with this shell the creature takes 1d10 cold damage in addition to the attack‘s normal damage. The creature is then coated in ice and must make a constitution saving throw. On a failed save the creature is restrained for one minute. The creature repeats this saving throw at the end of each of its turns and the effect ends on a successful save.

Burning Shell  When you hit a creature with this shell it is engulfed in flames and takes 3d10 fire damage in addition to the attack’s normal damage.

Shocking Shell  When you hit a creature with this shell it takes 2d10 lightning damage in addition to the attack’s normal damage. The creature then must make a wisdom saving throw, on a failed save the creature is stunned until the end of your next turn.

Scattering Shell  When you hit a creature with this shell the shell damages the creature as normal, it then spits into two parts and scatters towards two creatures of your choice within 30ft of the target. Make a weapon attack against each of these targets as if you were using your arcane rifle.

Warping Shell  When you hit a creature with this shell it must make a charisma saving throw. On a failed save it is instantly teleported to a space within a 15ft radius of where the creature once was. Alternatively you can use this shell to teleport yourself to a space within your Arcane Rifle’s normal range.

Smoking Shell  When you hit a creature or a space with this shell it explodes into a 15ft radius sphere of smoke from where it hit for one minute. This area is heavily obscured. 

Prismatic Shell  When you hit a creature with this shell it must make a wisdom saving throw. On a failed save it is outlined in multicolored light. For the next minute all rolls of 19-20 to attack the creature counts as a critical hit.

Sinkhole Shell  When you hit a creature or a space with this shell each creature within a 20ft radius must make a strength saving throw. On a failed save the the creature takes 2d6 force damage and is pulled 10ft closer to where the shell hit. On a successful save the creature takes half damage and is not moved.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Enhanced Rifle

At 9th level your tinkering with your Arcane Rifle has resulted in two breakthroughs. Firstly, you ignore the loading properties on firearms which you have an infusion on. Secondly, any spell or cantrip you cast using your Arcane Rifle as a focus increases its range by 5 x your intelligence modifier.

Arcane Barrage

At 15th level your work tinkering with shells has made you a master gunsmith. When you roll initiative and have 0 shells remaining you regain one shell. In addition when you take the attack action on your turn you can expend 2 shells in order to substitute one of your attacks with casting a spell or cantrip. The spell must have a casting time of one action and you expend a spell slot as normal. You can use this ability only once per turn.

Previous Versions

Name Date Modified Views Adds Version Actions
5/9/2021 5:14:04 PM
19
0
1
Coming Soon
5/9/2021 5:28:02 PM
19
0
--
Coming Soon
5/9/2021 10:06:05 PM
26
0
--
Coming Soon
6/1/2021 6:12:22 PM
24
2
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes