Artificer/Thundersmith

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artificer

Thundersmith

A Thundersmith is an Artificer has harnesses the primal force of elemental power, channeling its power into their great creation: a weapon of unmatched devastation. Spectacular and terrible, these weapons bring fear to their foes and awe to their allies.

Homebrew: The "Kibbles' Alternate Artificer" artificer subclass was made by KibblesTasty and published on the unearthedarcana subreddit.

Spells and Features

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

Artificer Level Thundercharged Damage
3rd 1d6 thunder damage
5th 2d6 thunder damage
9th 4d6 thunder damage
13th 6d6 thunder damage
17th 8d6 thunder damage

Tool Proficiency

When you adopt this specialization 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.

If your weapon requires ammunition, you gain the knowledge of how to forge them, and create them with smith’s tools during a long rest. You can create up 50 rounds of ammunition during a long rest, with materials costing 1 gold piece per 5 rounds.

Stormfused Weapon

Starting at 3rd level, you harness the power of elemental power of thundering storms to create a powerful weapon. This weapon requires attunement and you proficient with it while attuned. and you can only be attuned to one Stormfused Weapon at a time. If you have multiple Stormfused Weapons, you can change which one you are attuned to during a long rest.

If you lose your Stormfused Weapon or wish to create additional ones, you can do so over the course of a week (6 hours each day) by expending 200 gold pieces worth of metal and other raw materials. When you make a new Stormfused Weapon, you can make the same or different type, and select the same or different infusions. When you have the Magic Item Adept feature, the time and cost is reduced by half (3 days and 100 gold).

Select one of the following weapons:

  • Thunder Cannon. 1d12 piercing. Range (60/180), Ammunition, Two-Handed, Loud
    You use the power of Thunder to launch a projectile with terrible power, if limited accuracy, over long distances. Ringing out with a booming crash, it brings fear to the battlefield.
  • Hand Cannon. 1d10 piercing. Range (30/90), Ammunition, Light, Loud
    Forgoing the guiding barrel, this packs uses the thundering power to launch a projectile with all the force of a Cannon, though its effective range is far more limited.
  • Kinetic Hammer. 1d10 bludgeoning + 1d4 lightning. Melee, Two-Handed, Heavy, Loud
    Rather than launching a projectile with the thundering force, you keep that force imbued in the weapon, allowing for devastating force to be applied to the attack.
  • Charged Blade. 1d6 slashing + 1d4 lightning. Melee, Finesse, Loud
    You create a bladed weapon that channels the harnessed power of the elemental storm power directly into the blade, causing it to lay waste to all it strikes. This weapon deals Lightning damage when applying Thundercharged.
  • Lightning Spear. 1d8 piercing + 1d4 lightning. Melee, Reach, Two-Handed, Loud
    You create a spear weapon which tip is concentrated with lightning, making it a powerful and long-reaching discharger of elemental power. This weapon deals Lightning damage when applying Thundercharged.

*Loud: Your weapon rings with thunder that is audible within 300 feet of you whenever it makes an attack.

Thundercharged

At 3rd level, the elemental power of your weapon is so powerful its strikes deal bonus thunder damage.

When you hit a target with your Stormfused Weapon, you can deal an extra 1d6 thunder damage. After discharging this bonus damage, you cannot deal this bonus damage again until the start of your next turn.

This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 9th level (4d6), 13th level (6d6), and 17th level (8d6).

Devastating Blasts

Beginning at 5th level, when you miss an attack with your Thundering Weapon, you can apply Thundercharged damage to the target creature you missed, but it deals only half the bonus damage. Dealing damage this way counts as applying Thundercharged damage.

Unleashed Power

Starting at 15th level, when rolling damage for Thundercharged or your Stormfused Weapon, you can expend a spell slot to reroll a number of the damage dice up to your Intelligence modifier (minimum of one) and maximize a number of dice equal to the level of the spell slot expended. You must use the new rolls.

Thundersmith Infusions

Below are infusions available only to Thundersmiths. Each of these infusions costs two infusion points (refer to the primary table on the Artificer page), instead of one.

3rd Level Infusions

Adaptable Weapon. You can adapt a weapon without the Ammunition property have a secondary attack type giving it the functionality of a Hand Cannon, or give a weapon with the Ammunition Property a secondary attack with functioning as a Charged Blade. This practically makes the weapon a "Gunblade."

Lightning Burst. You infuse your Stormfused Weapon to discharge its power in within a 5-feet wide and 60-feet long line. If you have not dealt Thundercharged damage since the start of your turn, as an action, you can make a special attack. Each creature must make a Dexterity saving throw against your Spell Save DC or take damage equal to the bonus damage of Thundercharged as lightning damage on a failed save, half as much on a successful save.

This counts as discharging your Thundercharged damage. Firing in this way does not consume ammo.

Extended Reach. You extent the reach of your weapon. If your weapon has the Ammunition property, its range is extended normal range by 30 feet, and maximum range by 90 feet. If you weapon has the the Two-Handed property, it gains the Reach property.

Point Blank. Prerequisite: Hand Cannon

Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls. Additionally, can use your Hand Cannon when making opportunity attacks.

Silencer. Incompatible with Echoing Boom.

You infuse your Stormfused Weapon with a sound dampening module. Your Stormfused Weapon loses the Loud property. Additionally, you can expend a 2nd level spell slot to overcharge the Silencer, casting the spell silence.

Note: Sound - and consequently Thunder Damage - cannot pass through silence or effect a creature inside its area of effect.

Shock Absorber. You add a reclamation device to your Stormfused Weapon to gather energy from the surroundings when it is present. As a reaction to taking Lightning or Thunder damage, you can cast absorb elements without consuming a spell slot. When absorbed in this method, you can apply the bonus damage granted by absorb elements to your next weapon attack even if you make a ranged weapon attack.

Sonic Movement. You rebalance your weapon to leverage the backdraft of the force it exerts. When you deal Thunder damage on your turn with your Stormfused weapon, you can move 5 feet away from the target that was damaged.

Twin Thunder. You can attune to two one-handed Stormfused Weapons at the same time, so long as they either share the same Infusions, or have total Infusion points equal to your maximum Infusions Known value between them. If you make an attack with one of them while holding the other, you can attack with the other as a bonus action, however, both share the same use of Thundercharged. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative or you have the Two Weapon Fighting Fighting Style.

While dual wielding Stormfused Weapon, you can load a Stormfused Weapon without a free hand.

5th Level Infusions

Echoing Boom. Incompatible with Silencer.

You pack extra power into your Thundercharged, increasing the damage it deals by 1d6.

Terrifying Thunder. Prerequisite: Echoing Boom.

You add an additional amplifier to maximize the shock and awe value of your cannon blasts. The first time a target takes damage from Thundercharged, they are deafened until the end of their next turn.

Additionally, they must make a Wisdom saving throw against your Spell Save DC or become frightened of you for one minute. They can repeat this saving throw at the end of each of their turns.

If a creature's saving throw is successful or the effect ends for it, the creature is immune to Terrifying Thunder for the next 24 hours.

Storm Blast. You infuse your Stormfused Weapon to discharge its power in 30-foot cone from the gun. If you have not dealt Thundercharged damage since the start of your turn, as an action, you can make a special attack. Each creature must make a Strength saving throw, or take 1d6 + half the bonus damage of Thundercharged and be knocked prone.

This counts as discharging your Thundercharged damage. Firing in this way does not consume ammo.

Weapon Improvement. You fine tune your Stormfused Weapon for increased devastation. The weapon gains a +1 bonus to Attack and Damage Rolls made with it and the piercing damage dealt by your Stormfused weapon is considered magical. At 15th level, the bonus increases to +2.

9th Level Infusions

Ride the Lightning. Prerequisite: Lightning Burst

When you use the Lightning Burst ability, you can opt expend a spell slot of the first level or higher to infuse yourself into the burst of power. When you do so you are teleported up to 60 feet in the direction of the Lightning Burst (ending early if the Lighting Burst is blocked by an obstacle). You can stop anywhere along the path of the Lighting Burst, but the Lightning Burst will stop where you do.

Synaptic Feedback. You install feedback loop into your cannon, allowing you to siphon some energy from your Stormfused Weapon to empower your reflexes.

Whenever you deal Lightning damage with your Stormfused Weapon your walking speed increases by 10ft and you can take the Dash or Disengage actions as a bonus action. This effect lasts until the end of your turn.

Thunder Jump. Build a quick release for the arcane thundering energy that fills your Stormfused Weapon. As an action you can channel it to cast thunder step. This counts as discharging your Thundercharged damage.

Once you use this ability, you cannot use it again until you complete a short or long rest.

13th Level Infusions

Backblast. After dealing Thunder damage on your turn, you can cast thunderclap as a bonus action. You can do this a number of times equal to your Intelligence modifier, regaining all uses after a long rest.

Blast Radius. Your Devastating Blasts now deals half your weapon damage (including your modifier rounded down) in addition to half your Thundercharged damage when you apply it to a missed target that is within 30 feet of you.

Stabilization. Being prone no longer causes you to have disadvantage when making a ranged weapon attack with your Stormfused Weapon. If neither you nor a target creature has moved since you last made a ranged weapon attack against them, you have advantage on ranged weapon attacks against them.

17th Level Infusions

Elemental Swapping. You infuse the firing chamber for more adaptable damage. When you take the attack action with your Stormfused Weapon you can adjust the firing chamber, causing any bonus damage granted by Thundercharged to deal fire, cold, acid, or lightning damage instead of thunder damage.

Alternatively, you can use a Vial of Holy Water to cause your next Thundercharged bonus damage to deal radiant damage.

Massive Overload. Prerequisite: Storm Blast or Lightning Burst

Before taking a shot, you can expend a 3rd level or higher spell slot to use Storm Blast or Lightning Burst at the same time as making an attack; in this case the Storm Blast or Lightning Burst is powered by the spell slot and does NOT count as apply Thundercharged for that turn. The direction of this secondary ability is the same as your attack.

Doing this damages your Stormfused Weapon and you must spend an action to repair it before you can fire again. You must have the secondary ability unlocked as an infusion to use it.

Masterwork Weapon. Prerequisite: Weapon Improvement

The bonus to attack and damage rolls for your Stormfused Weapon becomes +3. This bonus increases to +4 at 20th level.

Mortar Shells. Prerequisite: Stormfused weapon with the Ammunition property.

You build a secondary fire mode allowing you to fire your cannon like a mortar. Pick a target point within range, and make an attack roll. Apply the attack roll to all creatures within a 5 foot radius of the target point. Creatures hit take weapon damage plus half of Thundercharged bonus damage. Dealing damage this way counts as applying Thundercharged damage for the turn.

Creatures do not benefit from cover against this fire mode unless they have overhead cover as well.