pronate
2019-04-09, 06:26 PM
So I'm playing an artificer, and I really don't like the reliance on a companion the subclasses have, so I made my own based on making modified ammunition. Also to save time, I used the arcane archers arcain shots, because most of my effects would have been very similar, and I find them like combat maneuvers, which wizards also gave to the spell less ranger, so giving them to the artificer made sense. Also remember, you can get guns RAW if your DM allows them, Which mine does, so keep that in mind.
Any critics are welcome
On to the class.
Tolls of the trade
You gain proficiency in smiths tools and wood carvers tools. you also gain them.
any magic item in the ammunition category you craft cost half the gold and takes you a quarter of the usual time. You can also use a magical ranged weapon as a spell foci.
Spell shooter spells
3rd magic missile, shield
5th level, melfs acid arrow, mind spike
9th melfs minute meteors, lightning bolt
13th fire shield, vitriolic sphere
17th conger volley, swift quiver
ammunition modification
at 3rd level, with salves, acids, runes, and other means, your attacks with ammunition deal an extra 1d4 acid, cold, fire, lighting, posin, or thunder. You can switch damage types as a bonus action. the damage increases to 1d6 at 7th level, and to 1d8 at 15th level.
arcain shots.
at the end of a long rest, choose 2 arcane shot options form the arcane archer subclass. you can change these every long rest. your can choose 3 shots per long rest at 7th level, and 4 at 15th level. You can use a number of shots equal to your intelligence modifier. you regain all uses after a long rest. you can use any ranged weapon. you can turn a spell slot into a number of shots depending on the level of the slot, 1 for 1st level, 3 for 2nd, 5 for 3rd, 7 for 4th and 9 for 5th. all other arcane shot rules apply.
6th Potent modification
you can add your intelligence modifier to your weapon modification damage. you can also change one arcane shot option every short rest.
14th ammunition master
you gain the improved shots, but you can choose instead to inflict 2 effects you have prepared in on shot, each with their own saving throws.
Any critics are welcome
On to the class.
Tolls of the trade
You gain proficiency in smiths tools and wood carvers tools. you also gain them.
any magic item in the ammunition category you craft cost half the gold and takes you a quarter of the usual time. You can also use a magical ranged weapon as a spell foci.
Spell shooter spells
3rd magic missile, shield
5th level, melfs acid arrow, mind spike
9th melfs minute meteors, lightning bolt
13th fire shield, vitriolic sphere
17th conger volley, swift quiver
ammunition modification
at 3rd level, with salves, acids, runes, and other means, your attacks with ammunition deal an extra 1d4 acid, cold, fire, lighting, posin, or thunder. You can switch damage types as a bonus action. the damage increases to 1d6 at 7th level, and to 1d8 at 15th level.
arcain shots.
at the end of a long rest, choose 2 arcane shot options form the arcane archer subclass. you can change these every long rest. your can choose 3 shots per long rest at 7th level, and 4 at 15th level. You can use a number of shots equal to your intelligence modifier. you regain all uses after a long rest. you can use any ranged weapon. you can turn a spell slot into a number of shots depending on the level of the slot, 1 for 1st level, 3 for 2nd, 5 for 3rd, 7 for 4th and 9 for 5th. all other arcane shot rules apply.
6th Potent modification
you can add your intelligence modifier to your weapon modification damage. you can also change one arcane shot option every short rest.
14th ammunition master
you gain the improved shots, but you can choose instead to inflict 2 effects you have prepared in on shot, each with their own saving throws.