At 1st level, the Artificer gains the Specialization feature. Your Arcane Firearm is modular so you can adjust it to best The following exclusive option is available in addition to the meet the challenges at hand. You learn two of these Arcane Specializations presented with the Alternate Artificer: Upgrades from the list at the end of this subclass. When you gain an Artificer level you can replace one Arcane Upgrade Gunsmith you know with another Arcane Upgrade of your choice. Over the course of 10 minutes, which can be during a short Gunsmith or long rest, you can use smith's tools to modify your Arcane You have dedicated your great intellect to the development of Firearm with the benefits of one Arcane Upgrade you know. a one-of-a-kind weapon of war, the Arcane Firearm. Marked You learn one additional Arcane Upgrade of your choice by this signature weapon, you enter the fray with the swagger when you reach 5th level, and again at 9th and 15th level. and guile only found in one kind of Artificer, the Gunsmith. Extra Attack Artificer Level Feature 5th-level Gunsmith feature 1st Tools of the Trade, Arcane Firearm Your skill in battle has grown. You can attack twice, instead of once, whenever you take the Attack action on your turn. 3rd Modular Firearm Moreover, your attacks with your Arcane Firearm count as 5th Extra Attack magical for the sake of overcoming resistance and immunity. 9th Overcharge Overcharge 15th Quickdraw 9th-level Astral Soul feature You can imbue your Arcane Firearm's attacks with additional Tools of the Trade magic power. When you hit a target with an Arcane Firearm 1st-level Gunsmith feature attack, you can expend a spell slot to cause that attack to deal You gain proficiency with smith's tools. If you are already bonus force damage to the target. This bonus force damage is proficient with smith's tools, you instead gain proficiency 2d6 for a 1st-level spell slot, plus an additional 1d6 force with another set of artisan's tools of your choice. damage for each slot level above 1st. In addition, your Arcane Firearm can be modified with two Arcane Firearm Arcane Upgrades at one time. 1st-level Gunsmith feature Quickdraw You have crafted for yourself a unique magical firearm. At the end of a long rest, you can use smith's tools to craft an Arcane 15th-level Gunsmith feature Firearm. It is a martial weapon with the loading, two-handed, You always seem to shoot first. When you roll initiative, so and ranged (80/320) properties. You use your Intelligence, long as you are not surprised, you can make a single attack instead of your Dexterity, for its attack and damage rolls, and with your Arcane Firearm before any other creatures act. you gain proficiency with it On hit, the Arcane Firearm deals Finally, your Arcane Firearm can be modified with three piercing damage equal to 1d10 + your Intelligence modifier. Arcane Upgrades at one time. Your Arcane Firearm can bear one of your Infusions so long as it meets the prerequisite of that Infusion. You can only have one Arcane Firearm at a time. Creating another Arcane Firearm renders that magic of the first inert. Gunsmith Spells 2nd-level Gunsmith feature You learn certain spells at the artificer levels noted in the table below. These don't count against your total number of Spells Known and can't be switched upon gaining a level. Artificer Level Spells 2nd guiding bolt, hunter's mark 5th acid arrow, arcane scorcher 9th conjure barrage, lightning arrow 13th banishment, fire shield 17th conjure volley, swift quiver Arcane Upgrades Concussive Rounds Prerequisite: 9th level Artificer Below are the Arcane Upgrades available to the Gunsmith. If Once per turn when you hit a target with an Arcane Firearm an Upgrade has a prerequisite Artificer level, you can learn attack, you can force it to make a Constitution saving throw that Upgrade at the same time you meet the prerequisite. against your Artificer Spell save DC. On a failure, the target Close Shot cannot take reactions and its movement speed is halved until When you make a ranged attack against a creature within 5 the beginning of your next turn. feet of you with your Firearm, you do not have disadvantage Explosive Rounds on your attack roll. Prerequisite: 9th level Artificer Elemental Shot Once per turn when you hit a target with an Arcane Firearm You can infuse your Arcane Firearm with elemental power. attack, you can force creatures within 5 feet of it to make a As a bonus action, you can touch your Arcane Firearm and Dexterity saving throw against your Artificer Spell save DC. expend a spell slot of 1st-level or higher and choose either On a failure, the creatures take damage as if they had been acid, cold, fire, lighting, or poison. For the next minute, your hit by your Arcane Firearm attack themselves. Arcane Firearm deals additional damage of that type on hit. Incapacitating Rounds The elemental damage is 1d4 for a 1st-level spell slot, plus Prerequisite: 9th level Artificer an additional 1d4 for each spell slot level above 1st. Once per turn when you hit a Large or smaller target with an Grooved Barrel Arcane Firearm attack, you can force it to make a Strength You modify your Arcane Firearm to be especially accurate. saving throw against your Artificer Spell save DC. On a You ignore the disadvantage imposed on Arcane Firearm failure, it is restrained until the beginning of your next turn. attacks that you make at the weapon's long range. Arcane Railgun High Caliber Prerequisite: 15th level Artificer Your Arcane Firearm packs a punch. It deals 1d12 piercing Once per turn when you make an attack with your Arcane damage on hit, but it also gains the heavy property. Firearm, you can instead force creatures in a 60-foot line to make a Dexterity saving throw against your Artificer Spell Increased Capacity save DC. On a failed save, creatures take damage as if they Your Arcane Firearm holds additional ammo. You can make had been hit by an attack with your Arcane Firearm. up to four attacks with your Firearm before you must reload. Independent Turret Infused Firearm Prerequisite: 15th level Artificer Your Arcane Firearm can bear an additional one of your As an action, you can set your Arcane Firearm up as a turret Infusions, so long as it meets the Infusion's prerequisites. in an unoccupied 5-foot space. While you are within 120 feet of your Arcane Firearm, you can use a bonus action to cause Blinding Rounds your Arcane Firearm to make an attack, or use on of its other Prerequisite: 9th level Artificer abilities, targeting a creature you can see within its range. Once per turn when you hit a target with an Arcane Firearm attack, you can force it to make a Constitution saving throw against your Artificer Spell save DC. On a failure, the target is blinded until the beginning of your next turn.
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