Artificer: Spell Slinger Specialization

Tools of the Trade

You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Spell Slinger Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Spell Slinger Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Artificer Level Spell Slinger Spells
3rd Hunter's Mark, Hail of Thorns
5th Melf's Acid Arrow, Misty Step
9th Slow, Lightning Arrow
13th Hallucinatory Terrain, Otiluke's Resilient Sphere
17th Conjure Volly, Conjure Barrage

Spell Slinger Weapon

Starting at 3rd level, you harness the power of elemental power to create a powerful weapon. You are proficient in these weapons. When you create a Spell Slinger weapon choose acid, cold, fire, lightning, or force; that is the damage type the weapon does. Whenever you make an attack roll with the weapon you may use your spell attack modifier. Additionally your weapon may be used as a spell casting focus.   If you lose your Spell Slinger Weapon or wish to create additional ones, you can do so over the course of three days (eight hours each day) by expending 200 gold pieces worth of metal and other raw materials. When you make a new Spell Slinger Weapon, you can make the same or different type, and select the same or different upgrades.
Weapon Damage Weight Type Properties
Spell Beam 2d8 20 lbs Ranged Charged, Range 120/360, Two Handed, Over Heated
Spell Bomber 2d10 25 lbs Ranged Charged, Range 30/90 Two Handed, Splash
Spell Carbine 2d6 15 lbs Ranged Charged, Range 60/180 Two Handed
Spell Cannon 1d10 5 lbs Ranged Charged, Range 40/120 Light
Spell Destroyer 2d12 35 lbs Ranged Charged, Range 20/60, Two Handed, Heavy, Splash, Over Heated
Charged. This weapon does not require ammunition or to be loaded, as it generates its own ammunition. As such, attacks with this weapon count as magical.
Splash. When this weapon hits its target, all creatures within 5 ft. of it must make a Dexterity saving throw against your spell save DC. Taking half the damage dealt on a failure, or none on a success.
Over Heated. When you use an action, bonus action, or reaction to attack with this weapon, you can make only one Attack regardless of the number of attacks you can normally make. If you could otherwise make additional attacks with that action, the weapon deals an additional 3d6 damage per attack that was foregone.

Spell Slinger Weapon Descriptions

Spell Beam

This 6 ft. long magical gun shoots a beam of magical energy at extremely long distances.

Spell Bomber

This short wide barreled magical gun lobes a ball of magic energy that lands at a location and explodes.

Spell Carbine

This sleek magical weapon is the same length of a musket and fires high powered blasts of magical energy

Spell Cannon

This is the smallest of the magical weapons allowing you to dual wield them, effectively firing a barrage of low powered magical blasts.

Spell Destroyer

This extremely large magical weapon basically fires an explosion from its huge barrel.

Upgrades

You may choose two upgrades to learn, you may learn an additional upgrade at level 5, 9, and 15. Whenever you learn an upgrade you may swap one you know with a different one. You may apply an upgrade to one of your Spell Slinger Weapons during a long rest and by paying 50 gold pieces worth of metal and other raw materials. Upgrades are detailed at the bottom of this page.

Devastating Blast

At 3rd level, you may push your weapon beyond its safe operation specification for greater performance.
When you make an attack with your Spell Slinger Weapon you can choose to overcharge it. If the attack hits you deal an extra 1d6 damage. After discharging this bonus damage, you cannot deal this bonus damage again until the start of your next turn. If you roll a natural 1 on the attack roll the weapon explodes with magical energy, dealing damage to you and every creature within 5 ft. equal to the weapons base damage, you then cannot use devastating blast until the start of your next turn.
This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6).

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Versatile Arsenal

Starting at 9th level, you've mastered the craft of creating Spell Slinger Weapons. You may craft these weapons over the coarse of a single long rest and upgrades may be applied during a short rest. Additionally when creating a new weapon or when taking a long rest to work on a current weapon, you may choose a second damage type the weapon can deal. Before making an attack you must declare which damage type you are firing.
Additionally you can stow and draw your Spell Slinger Weapons on the same turn as a free action.

Maximum Power

Starting at 15th level, when rolling damage for a Spell Slinger 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.

Spell Slinger Weapon Upgrades

Arcane Lighting

You've upgraded your Spell Slinger Weapon to fire enhanced blasts of lightning. At the following levels you can cast the following spell while using your Spell Slinger Weapon as your arcane Focus:  
Artificer Level Spells
3rd Thunderwave
5th Shatter
9th Lightning Bolt
13th Storm Sphere

Extended Range

You extend the reach of your weapon. Its range is extended normal range by 30 feet, and maximum range by 90 feet.

Arcane Burst

You upgrade your Spell Slinger Weapon to discharge its power within a 5-feet wide and 60-feet long line. If you have not dealt Devastating Blast 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 Devastating Blast on a failed save, half as much on a successful save. This counts as discharging your Devastating Blast damage. Once you use this ability, you cannot do so again until you complete a short or long rest.

Point Blank

Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

Silencer

You upgrade your Spell Slinger Weapon with sound dampening magic. Your Spell Slinger Weapon can not be heard when firing by creatures farther than its normal range. Additionally, you can expend a 2nd level spell slot to overcharge the weapon, casting the spell silence. This upgrade is incompatible with weapons that have the Splash property.

Energy Absorber

You add a reclamation device to your Spell Slinger Weapon to gather energy from the surroundings when it is present. As a reaction to taking the damage type associated with your Spell Slinger Weapon, you can cast absorb elements without expending 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.

Weapon Improvement

Your Spell Slinger Weapon gains a +1 to attack and damage rolls.

Echoing Boom

Prerequisite: 5th level
You pack extra power into your weapon, increasing the damage Devastating Blast deals by 1d6.

Terrifying Blast

Prerequisite: 5th Level
You add an amplifier to maximize the shock and awe value your cannon blasts. The first time a target takes damage from Devastating Blast, 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.

Thunderous Blast

Prerequisite: 5th Level
You upgrade your Spell Slinger Weapon to discharge its power in a 30-foot cone from the Spell Slinger Weapon. If you have not dealt Devastating Blast 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 Devastating Blast and be knocked prone. This counts as discharging your Devastating Blast damage.

Elemental Swapping

Prerequisite: 5th Level
You upgrade the firing chamber for more adaptable damage. When you take the attack action with your Spell Slinger Weapon you can adjust the firing chamber, causing any bonus damage granted by Devastating Blast to deal fire, cold, acid, force, or lightning damage instead of the damage the weapon currently does.

Ride or Die

Prerequisite: 5th Level and Arcane Burst
When you use the Arcane Burst ability, you can opt to 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

Prerequisite: 5th Level
You install a feedback loop into your cannon, allowing you to siphon some energy from your Spell Slinger Weapon to empower your reflexes. Whenever you deal damage with your Spell Slinger Weapon your walking speed increases by 10 ft. and you can take the Dash or Disengage actions as a bonus action. This effect lasts until the end of your turn.

Backblast

Prerequisite: 9th Level
After dealing damage on your turn, you can cast thunder clap 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

Prerequisite: 9th Level
When you miss a target that is within 30 ft. with an attack with your Spell Slinger Weapon, you can apply half of the damage of Devastating Blast to it instead. Once you use this ability, you cannot do so again until you complete a short or long rest.

Stabilization

Prerequisite: 9th Level
Being prone gives your Spell Slinger Weapons advantage on the attack roll. Additionally 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.

Sparring Blast

Prerequisite: 15th Level
When using your Devastating Blast ability you may expend a spell slot of 3rd level or higher. You may then use Devastating Blast again on your turn.

Maximum Overload

Prerequisite: 15th Level
When your weapon explodes with magical energy you may choose to increase the magic output of the blast. If you have not dealt Devastating Blast damage since the start of your turn, as a reaction, you cause the damage dealt from rolling a natural 1 to be equal to your Devastating Blast damage. The radius of the blast is increased to 10 ft. The weapon is fried and cannot be used again until you repair it during a short rest.

Masterwork Weapon

Prerequisite: 15th Level
Your Spell Slinger Weapon gains a +2 to attack and damage rolls.

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