Artillerist
Lv6: Gain Bull’s Strength*1 permanently-- Gain advantage on Strength Saving Throws
Lv7: You can remove disadvantage from any Attacks within 30 feet of you 3 times per short rest--5 times per short rest
Lv8: You can wield a weapon one size class above your own as if you were that size--up to 2 size classes
Lv9: When attacking a target with a weapon a size class above the target they make saves against your attacks at Disadvantage--affects all saves till the end of your turn
Lv10: When attacking a target they can not take Reactions that require abilities checks-- they can only take Reactions that require saving throws
Lv11: Reduce all incoming physical damage by your Constitution modifier-- or Strength modifier if it's higher
Lv12: Each size difference between your weapon and the target decreases the roll needed to crit by 1--decrease the roll needed to crit by 1
Lv13: You can use your weapon when taking a reaction*2-- when succeeding a Reaction against an attacker by more than 5 you can make an Opportunity Attack
Lv14: When making a Grapple Check you can instead pin*3 a target in place with your weapon--If you move your weapon the pinned target now moves with your weapon
Lv15: AMPLIFY
Lv16: Gain a Boon
Lv17:
Lv18:
Lv19:
Lv20:
*1Bull’s Strength. The target has advantage on Strength checks, and their carrying capacity doubles.
*2When making a Reaction, you gain all advantages, bonuses, modifiers, and other applicable benefits you would normally have when making an attack roll with that weapon. This includes properties that impose disadvantages. This does not apply to saving throws since those don't require reactions. *3Pinning works identically to being grappled, it just the grappler is the weapon not another creature. If the weapon is moved by you the pinned target is considered unpinned automatically. The DC to escape is the original Grapple check you pinned them with.
Lv7: You can remove disadvantage from any Attacks within 30 feet of you 3 times per short rest--5 times per short rest
Lv8: You can wield a weapon one size class above your own as if you were that size--up to 2 size classes
Lv9: When attacking a target with a weapon a size class above the target they make saves against your attacks at Disadvantage--affects all saves till the end of your turn
Lv10: When attacking a target they can not take Reactions that require abilities checks-- they can only take Reactions that require saving throws
Lv11: Reduce all incoming physical damage by your Constitution modifier-- or Strength modifier if it's higher
Lv12: Each size difference between your weapon and the target decreases the roll needed to crit by 1--decrease the roll needed to crit by 1
Lv13: You can use your weapon when taking a reaction*2-- when succeeding a Reaction against an attacker by more than 5 you can make an Opportunity Attack
Lv14: When making a Grapple Check you can instead pin*3 a target in place with your weapon--If you move your weapon the pinned target now moves with your weapon
Lv15: AMPLIFY
Lv16: Gain a Boon
Lv17:
Lv18:
Lv19:
Lv20:
*1Bull’s Strength. The target has advantage on Strength checks, and their carrying capacity doubles.
*2When making a Reaction, you gain all advantages, bonuses, modifiers, and other applicable benefits you would normally have when making an attack roll with that weapon. This includes properties that impose disadvantages. This does not apply to saving throws since those don't require reactions. *3Pinning works identically to being grappled, it just the grappler is the weapon not another creature. If the weapon is moved by you the pinned target is considered unpinned automatically. The DC to escape is the original Grapple check you pinned them with.

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