Base Class: Artificer
A subclass flowing with arcane knowledge mixed with hands-on mechanical engineering.
Firearm Proficiency
3rd-level Engineer feature
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
Munitions Engineering
3rd-level Engineer feature
Choose two arcane rounds from the options below. You gain the ability to manufacture those rounds. Utilizing your tinker's tools spend at least 1 hour to produce 1d4 rounds of that ammo type.
You may use this feature a number of times equal to your proficiency bonus. Regain all uses of this feature on a long rest.
You may choose two more at 5th, 9th and 15th level. Each time you long rest you may replace one of your manufacturable ammunition types with a different one.
Munitions
3rd-Level Munitions
Bewitching Round
Infused with a heavy hallucinogenic and bewitching magic, this befuddles its target. On a hit, force the creature to make a wisdom saving throw, or be charmed for a number of turns equal to your proficiency bonus. An affected creature may remake the save at the end of each of its turns.
Blessed Round
Blessed with healing arcana this round sings with radiant energy as it flies across the battlefield. On a hit, the creature regains 1d8 HP. Undead creatures are instead dealt 1d8 radiant damage.
The bullet's healing and radiant damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Dazing Round
An impacted point deals large amounts of bludgeoning damage and knocks creatures senseless. On a hit, force the creature to make a constitution saving throw, or be stunned for a number of turns equal to your proficiency bonus. An affected creature may remake the save at the end of each of its turns.
Glacial Round
A torrential freezing aura encases this round as it flies. On a hit the creature takes 1d8 cold damage. Creatures that are wet take an additional 1d8 cold damage and must make a constitution saving throw or be frozen solid.
The bullet's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Inferno Round
Infernal wrath trails, as this round screams towards its target. On a hit, deal 1d8 fire damage.
The bullet's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Noxious Round
A round laced with toxins. On a hit, force the creature to make a constitution saving throw, taking 1d8 poison damage and be poisoned, or half that on a success.
The bullet's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Shock Round
Lightning screeches across the sky with this round. On a hit, deal 1d8 lightning damage.
The bullet's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
5th-Level Munitions
Sonic Round
An arcane round imbued with hyper speed. As a bonus action, you may use this round to attack on your turn, and then immediately follow up with an extra attack using a different round.
Blasting Round
A powder propelled missile with a volatile warhead. On a hit, the round explodes forcing all creatures in a 15ft radius to make a strength saving throw, taking 2d10 force damage, and be pushed back 10ft on a failure, or half that on a success.
The bullet's damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10).
Drake Round
Channel a dragon's blaze with this arcane round. Fire jettisons from the front of your weapon in a 20ft cone. Creatures in the area of effect are forced to make a dexterity saving throw taking 2d10 fire damage and be set ablaze on a failure, or half that on a success.
The bullet's damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10).
9th-Level Munitions
Chloroform Round
This round comes packed with a sharp needle and a powerful sleeping agent. On impact, the creature is injected with a powerful time-delayed sleeping agent. If, at any time within a number of turns equal to your proficiency bonus, the creature's health drops below 30 points, it immediately falls asleep. A creature put to sleep this way wakes up on any damage taken or if another creature uses its action to shake it awake.
Magnetized Round
Magnetized and charged. As this round hits its target it clasps them, pulling them towards the nearest metallic surface, or pulling it towards them. On hit, the creature must make a strength saving throw, or be grappled for a number of turns equal to your proficiency modifier. While grappled, if the creature is within 15ft of any metallic object larger than itself it will be pulled towards it and pinned against it, unable to move. Any attack against it in this state has advantage. Small metallic objects will also be pulled towards it, and may deal additional damage.
15th-Level Munitions
Astral Round
Warping arcana seems to bend space and time around this round. This round passes directly through creatures as it approaches them. As an action, choose any location within attack range of your weapon and make a shot. Roll to hit against any creatures in a line between you and your chosen location. On a hit, those creatures take 3d6 force damage. You are also instantly teleported to the spot of your choosing.
The bullet's damage increases by 1d6 at 17th level (4d6).
Wraith Round
A shadowy haze wraps this round as you load it into your rifle. On hit, the creature must make a constitution saving throw taking one level of exhaustion and 3d6 necrotic damage on a failed save, or half that on a success. Creatures that pass the save do not take any levels of exhaustion.
The bullet's damage increases by 1d6 17th level (4d6).
Astral Round
Warping arcana seems to bend space and time around this round. This round passes directly through creatures as it approaches them. As an action, choose any location within attack range of your weapon and make a shot. Roll to hit against any creatures between you and your chosen location. On a hit, those creatures take 3d6 force damage. You are also instantly teleported to the spot of your choosing.
The bullet's damage increases by 1d6 at 17th level (4d6).
Bewitching Round
Infused with a heavy hallucinogenic and bewitching magic, this befuddles its target. On a hit, force the target to make a wisdom saving throw, or be charmed for a number of turns equal to your proficiency bonus. An affected target may remake the save at the end of each of its turns.
Blasting Round
A powder propelled missile with a volatile warhead. On a hit, the round explodes forcing all targets in a 15ft radius to make a strength saving throw, taking 2d10 force damage, and be pushed back 10ft on a failure, or half that on a success.
The bullet's damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10).
Blessed Round
Blessed with healing arcana this round sings with radiant energy as it flies across the battlefield. On a hit, the target regains 1d8 HP. Undead targets are instead dealt 1d8 radiant damage.
The bullet's healing and radiant damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Chloroform Round
This round comes packed with a sharp needle and a powerful sleeping agent. On impact, the target is injected with a powerful time-delayed sleeping agent. If, at any time within a number of turns equal to your proficiency bonus, the creature's health drops below 30 points, it immediately falls asleep. A creature put to sleep this way wakes up on any damage taken or if another creature uses its action to shake it awake.
Dazing Round
An impacted point deals large amounts of bludgeoning damage and knocks targets senseless. On a hit, force the target to make a constitution saving throw, or be stunned for a number of turns equal to your proficiency bonus. An affected target may remake the save at the end of each of its turns.
Drake Round
Channel a dragon's blaze with this arcane round. Fire jettisons from the front of your weapon in a 20ft cone. Creatures in the area of effect are forced to make a dexterity saving throw taking 2d12 fire damage and be set ablaze on a failure, or half that on a success.
The bullet's damage increases by 1d12 when you reach 11th level (3d12) and 17th level (4d12).
Glacial Round
A torrential freezing aura encases this round as it flies. On a hit, force the target to make a constitution saving throw, taking 1d6 cold damage and be frozen solid, or half that on a success.
The bullet's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Inferno Round
Infernal wrath trails, as this round screams towards its target. On a hit, deal 1d8 fire damage.
The bullet's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Magnetized Round
Magnetized and charged. As this round hits its target it clasps them, pulling them towards the nearest metallic surface, or pulling it towards them. On hit, the target must make a strength saving throw, or be grappled for a number of turns equal to your proficiency modifier. While grappled, if the target is within 15ft of any metallic object larger than itself it will be pulled towards it and pinned against it, unable to move. Any attack against it in this state has advantage. Small metallic objects will also be pulled towards it, and may deal additional damage.
Noxious Round
A round laced with toxins. On a hit, force the target to make a constitution saving throw, taking 1d6 poison damage and be poisoned, or half that on a success.
The bullet's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Shock Round
Lightning screeches across the sky with this round. On a hit, deal 1d8 lightning damage.
The bullet's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Sonic Round
An arcane round imbued with hyper speed. As a bonus action, you may use this round to attack on your turn, and then immediately follow up with an extra attack using a different round.
Wraith Round
A shadowy haze wraps this round as you load it into your rifle. On hit, the target must make a constitution saving throw taking one level of exhaustion and 3d6 necrotic damage on a failed save, or half that on a success.
The bullet's damage increases by 1d6 17th level (4d6).
Arcane Construct
5th-level Engineer feature
At 5th level you gain the ability to produce, or alter a construct or magical item. Beginning with the production of a construct you may spend 8 hours during a long rest and roll a tinker's tools check. You successfully produce the construct on a roll of 18 or higher.
Initially you may choose the form of the creature, and roll for its base stats. Roll 3d6 and add your intelligence modifier, apply those stats in the following order; Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.
The initial stats determine the possible abilities of the creature, it's speed, base health and armor class. The creature's challenge rating is determined by your proficiency bonus.
During any subsequent long rest, you may choose to alter your construct be making a DC18 Tinker's Tools check. On a pass you may increase one ability score by 1 point, or attempt to give your construct a new ability or resistance.
Reserve Rounds
9th-level Engineer feature
At 9th level you always seem to have the right round when you need it. When you fire one of your special rounds, as a reaction, you may use this feature to retain the spent round. You may use this feature a number of times equal to your intelligence modifier, and regain all expended uses on a long rest.
Advanced Engineering
15th-level Engineer feature
Your engineering has improved to legendary levels. All your previous engineering abilities are improved as follows:
Munitions Engineering.
You may roll 2d4 when you manufacture ammunition.
Arcane Construct.
You may now produce a second construct, and gain advantage on rolls to improve your constructs.