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Artillery Mage


Hit Points

Hit Dice: d4 per Artillery Mage level
Hit Points at first Level: 4+con
Hit Points at Higher Levels: 1d4 + con mod. Never more than 6

Proficiences

Armor: none
Weapons: dagger, staff.
Tools:
Saving Throws: Wis, Int, Cha
Skills: Any 2 that do not have a base of a physical stat

Overview & Creation

I am the king of open battle. none may challenge My ultimate attack power. no matter how far away or how strong the.... wait... what is that slime doing so close? OH GAWD I'M GONNA DIE! GET IT OFFF!!   well. anyways. you are very effective at range, but don't overestimate your survivability. Also, it is important to note that the use of ARTY spells within city limits is almost always illegal.     This is a world-specific class   This is a hidden class. Meaning you may not take this class upon character creation. If you take this class you may choose to reduce your level to 1 losing all health, spell casting, and abilities associated with other classes. if you do this you gain an accelerated growth rate. Or you may choose to multi-class into this class.   This is a combat specialty class. You may lose some viability in certain situations to excel in others.


Class Features

Greater Magic Missile

     This ability is the bread and butter of an ARTY and introduces the ARTY's unique way to approach spell casting. You may spend 1 mana point to charge a ball of mana, this consumes all action economy, except your reaction. The next time it is your turn you may as an action make a ranged spell attack on any point on the ground that you have an open line of fire. this means that it could be over an object, or somewhere you cannot see, but it may not be around corners, or underground. You have advantage if you can see the point from above, and disadvantage if you are unfamiliar with the point. The AC of the point (what you roll against hitting it) is based on the range and the size of the target. where the round lands there is an AOE damage of 1d6+(ARTY dmg) of force damage in a 10ft sphere around the point of impact. Creatures inside the AOE may make a dex save against your DC. on success they take half dmg.    This ability may be charged by spending another mana point and another turn charging it while maintaining concentration. this adds 1d6+(ARTY dmg) to the total dmg done, and 5 ft to the radius of the AOE. you may add damage to the attack like this as many times as you like, but if you lose concentration then the ability fires off with the point of impact on you.    This uses your ARTY range.   This upgrades at 10th level to do 1d8+(ARTY dmg) per charge. and again at level 17 to do 1d10+(ARTY dmg) per charge level    

Optical Spell

     All this range and power is great. but it would be cool if you could see the explosion.    Your vision is magically enhanced while inside your spellcasting space. You have full color telescopic Darkvision up to half your ARTY range and can discern range. By spending 1 point of mana you may acquire telescopic Truesight up to your ARTY range for one turn, this reveals your location but may be activated free of action economy.  

AA Position

     Sometimes blowing up everything on the ground is not the answer. sometimes you should be blowing up everything in the sky.    As an action convert your space into an anti-air position. This takes away your ability to cast GGM and replaces it with a rapid-fire flak spell until you use an action to change it back. While your positin is an anti-air position you may use an action and one mana point to make 2 attacks. These are ranged spell attacks that explode at a certain range, this can never be more than half your ARTY range or less than the minimum range. Make an attack against any flying creature's AC. on hit deal 1d6+(ARTY dmg) force dmg on miss deal half dmg.    This creates a temporary screen of harmfull energy where your attacks exploded. any creature who starts their turn in, or enters into this area must make a dex save equal to your spell DC or take 1d6+(ARTY dmg) force dmg, on save they take half dmg.   this upgrades at 12th level and 19th level to provide one more attack each time.  

Dirty Round 

     Explosions are great, but sometimes finesse is needed. Alongside explosions at least.     When charging your GMM you may add 1d6+(ARTY dmg) of elemental, poison, or other magical damage per turn in place of your normal damage. If more than half the GMM has been charged with an element then it converts all the damage to that type.    for example, charge a GMM for 3 rounds. the first round is 1d8+(ARTY dmg) force the next two are both 1d6+(ARTY dmg) fire. roll 1d8 + 2d6 + 3(ARTY dmg) of fire dmg.     At level 19 this upgrades to 1d8+(ARTY dmg)  

Mortar Rounds

     As an action designate your space a mortar space. While your space is a mortar space you lose the ability to cast GMM until you use an action to change it back. But you gain the ability to use and action and spend one point of mana to create and fire 2 GMM rounds that do half dmg and have 1/4 range. these cannot be charged. At level 18 you man make 3 and may use the dirty round effect on them.  

ICMB

   an acronym for Inconcevably Massive Bomb.    This is it. the mother- no the Great Grand-Mother of all bombs. By spending 1 hour concentrating designate your space as an ICBM space. During this time you are revealed to everyone on the same plane of existence that is sensitive to magic, however, once the space is designated you are no longer detectable via magic even when you use mana until the space is dispersed. You may leave this space but may not go more than your ARTY range away from it or it disperses violently. If you disperse or change the type of your space the ICBM disperses violently. As an action when you are inside the space, you may empty 1 mana point into your newly formed ICBM. This adds 1d10 force to the damage it will do and 25ft to it's AOE, you may do this once an hour.     To launch the ICBM you must have an accurate distance and direction to your destined target. The range is a number of miles equal to the number of mana points you have spent on it. Once it launches your location as well as the ICBM's location is revealed to everyone on the same plane of existence that is sensitive to magic until it is either destroyed or reaches its destination. If this makes contact with anything while on its way to its destination it has a chance of detonation prematurely.     God have mercy on your enemies because the ICMB will not. That said please use caution when using this spell as it paints you as a target for very powerful forces. this is best used with the backing of an army at the least.


Spellcasting

You cast blunt force spells using all means at your disposal.   You do not learn spells. you learn new ways to blow up mana. as such you do not have spell slots. you have a pool of 10 mana points, you may only use these for using ARTY (artillery) abilities and spells. you gain an additional 5 mana points every other level you take in Artillery mage.   you recover all your mana after a long rest.   Spellcasting Ability   Your whole ego is your Spellcasting Ability for your Spells.   Spell save DC = 8 + Prof Bonus + Int mod + Wis mod + Cha mod   Spell Attack modifier = Prof Bonus + Int mod + Wis mod + Cha mod   When damage refers to ARTY damage this number is equal to your spell attack modifier   Spellcasting Focus   Your casting focus for ARTY spells and abilites must be two full-sized staffs with magic stones on them. When casting spells you must designate a non-moving 5x5 plot of solid ground to be your casting space. This takes 1 turn, once your space is prepared you may not make another space until the first one is dispersed. if you leave the space it disperses and any ARTY spells you had active disperse violently. When you make any attack or charge magic from inside this space your location is revealed to anyone who can use magic within your range.   ARTY range   The Arty has a built-in range associated with the level. The feats from the Artillery subclass do apply to the max range but not the minimum. An ability that uses this range has disadvantage if the target is under the minimum range.    depending on the range your spells may take some time to reach their target. A general rule of thumb is 1000 ft per second   Critical failure   Due to the heavy damage nature of your spells and the possibility of critical failure you will be guaranteed that on critical failure you will not blow yourself up. However, you cannot predict where the shots will land.


LevelProf bonusFeatureMana pointsrange
1+2spellcasting, Greater Magic missile10100-300ft
2+210100-400ft
3+2optical spell15100-500ft
4+2Ability score increase15100-600ft
5+320100-700ft
6+3AA position20100-800ft
7+325100-900ft
8+3Ability score increase25100-1000ft
9+430100-1200ft
10+430100-1400ft
11+4Dirty round35100-1600ft
12+4Ability score increase35100-1800ft
13+540100-2000ft
14+5Mortar Rounds40100-2200ft
15+545100-2400ft
16+5Ability score increase45100-2600ft
17+650100-2800ft
18+650100-3000ft
19+655100-4000ft
20+6ICMB55100-5000ft

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c0mlink.

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