Arcanist

 

Arcanist: Arcanist Vocation: Arcane Artillerist

By combining arcane knowledge with precision engineering, this arcanist utilise magical projectiles that can turn the tide of battle.

Arcane Artillerist Features

Signature infusion

Arcane Cannon

 

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.