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Arcanist |
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Arcanist: Arcanist Vocation: Arcane
Artillerist |
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By combining arcane knowledge with
precision engineering, this arcanist utilise magical projectiles that can
turn the tide of battle. |
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Arcane Artillerist Features |
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Signature infusion Experimental Artillerist At 1st or 3rd
level, when you infuse a weapon with the trigger property
with an infusion, you make one of the following changes to the weapon: •
Rotating loader.
If the weapon has the loading property, you can replace this property
with the reload (6) property. •
Expanded loader.
If the weapon has the reload property, you can increase the weapon’s
reload property by 2 (e.g. reload [1] becomes reload [3]). •
Quick loader. If
the weapon has the reload property, you can reload it as a bonus
action instead of an action. Magic
Munition Also, when you
reload a reload weapon, you can spend one minute loading the weapon.
When you do so, you can cast a spell onto the ammunition of your arcane
cannon as part of reloading the weapon. As an action, you
can make an attack with the imbued ammunition. If the attack hits, replace
the weapon’s damage with the spell’s effect. Any spell cast onto
ammunition in this way takes effect at the lowest level required to cast the
spell regardless of the spell slot level used to cast the spell onto the
ammunition. To be eligible, the
spell must: •
Have a casting time of one action. •
Require a spell attack. When you gain this
feature, you also learn two 1st-level spells from any spell list that require
a spell attack roll. You can only cast these spells as part of loading them
into a magical weapon with the reload property. Artillerist Proficiencies You are proficient
with either the Tinkerer’s tools or the Woodcarver’s tools. Arcane Tinkerer Beginning at 7th or
9th level, when you attune to a magic trigger weapon, you can add one
of the following additional abilities to the weapon: •
Alchemical launcher.
In addition to its normal properties, this weapon is also a special launcher.
This weapon has an additional reload [1] property that can be used to
load an alchemical weapon (such as alchemist fire or a vial of poison). You
can use the launcher to make a ranged attack with a loaded alchemical weapon.
The launcher has the same range as the infused weapon but can only make
attacks within the infused weapon’s normal range. You are proficient with this
launcher. You can an attack with the launcher as normal or use a bonus action
to make an attack with the alchemical weapon. •
Doubletap
trigger. Once on your turn, when you hit or miss a
target with this weapon, you can immediately make an additional attack
against the target. This extra attack does not add your Dexterity modifier
(or any other ability score modifier) to the damage roll. The weapon must
have the reload property to benefit from this ability. •
Short-barrelled. The
weapon’s range and long range are halved. The weapon can be used in one hand
even if it normally requires two hands to use. Reloading the weapon still
requires two hands. In addition,
whenever you finish a short or long rest, you can use immediately use your ‘magic
munition’ ability without expending a spell slot. Spell sniper Beginning at 13th
or 15th level, you become more adept at imbuing magic into ammunition,
granting you the following abilities: •
When you cast a spell onto the
ammunition of your arcane cannon with you ‘magic munition’ feature, you can
expend a spell slot of a higher level than the minimum level required to cast
that spell. When you do so, the spell does not gain the spells normal
benefits from being cast at a higher level. Instead, you create one
additional piece of magical ammunition for each spell slot level above the
spell’s normal level you use to cast the spell. You cannot create more
magical pieces of ammunition this way than the weapon’s reload value (e.g. if
you expend a 2nd level spell slot to reload the weapon with chromatic orb,
two pieces of ammunition is imbued with chromatic orb). •
You can use a bonus action to treat a trigger
weapon’s range as equal to its long range until the end of your turn. |