Remove these ads. Join the Worldbuilders Guild

Artillerist


Hit Points

Hit Dice: d10 per Artillerist level
Hit Points at first Level: 10+con
Hit Points at Higher Levels: 1d10+con

Proficiences

Armor: Heavy Armor, Medium Armor, Light Armor
Weapons: Simple Weapons, Firearms
Tools: Tinker Tools
Saving Throws: Intelligence, Dexterity
Skills: Choose 2: Perception Investigation Insight Acrobatics Athletics Stealth

Overview & Creation

By some method you've gained proficiency in a weapon of powerful proportion, whether it be a gauntlet, gun, cannon, or any combination of which. The style and look of this weapon are largely up to you, but there are a few categories that your weapon might fall into.


Class Features

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Subclass

At 1st Level you may choose a subclass  

Familiar

At 3rd level you've become so used to your weapon that you can recreate and adjust it during a short rest. You may change it's damage type, or switch it between these damage/range combinations. The damage options change as you level up, refer to the table for what damage each option is.
Damage Range
Option A 0-20ft
Option B 15-60ft
Option C 60-120ft

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Subclass Options

Sharpshooter

Focused on speed, mobility, and accuracy, this subclass of the artillerist is a hard one to catch.   Unarmored Defense Those with this subclass enjoy 10+Dex as their armor class along with a +10ft of movement speed when not wearing any sort of armor.   Focused Shot When a sharpshooter makes a long-range weapon attack at the end of a turn without taking any other actions, bonus actions, reactions, or movement that round they may add +5 to their attack roll.   Cunning Action You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Tank

In the center of combat, this subclass acts as the roots for whatever group they're in.   Armored Heart This subclass can take a short rest to attune to any piece of armor, magical or otherwise to add their proficiency bonus to the AC.   Big Shot A shot from a tank packs a different kind of punch. A Tank doesn't typically try to make direct hits against their targets but rather relies on the area of effect damage it causes. Though when a 19 or 20 is rolled for an attack a Tank can choose to hit the target directly, forcing them to make a strength or dexterity save or be pushed prone, should they successfully save they are pushed back 5ft away from the tank.   Planted A Tank cannot be pushed back, grappled, or knocked prone by a creature of the same size or smaller.


LevelClass FeaturesDamage Option ADamage Option BDamage Option C
1stChoose your Subclass1d6+Dex1d8+Dex1d12+Dex
2nd1d6+Dex1d8+Dex1d12+Dex
3rdFamiliar1d6+Dex1d8+Dex1d12+Dex
4th1d6+Dex1d8+Dex1d12+Dex
5thExtra Attack1d6+Dex1d8+Dex1d12+Dex
6th1d8+Dex1d10+Dex2d6+Dex
7th1d8+Dex1d10+Dex2d6+Dex
8th1d8+Dex1d10+Dex2d6+Dex
9th1d8+Dex1d10+Dex2d6+Dex
10th1d8+Dex1d10+Dex2d6+Dex
11th1d12+Dex2d6+Dex2d8+dex
12th1d12+Dex2d6+Dex2d8+dex
13th1d12+Dex2d6+Dex2d8+dex
14th1d12+Dex2d6+Dex2d8+dex
15th1d12+Dex2d6+Dex2d8+dex
16th2d6+Dex2d8+Dex2d12+Dex
17th2d6+Dex2d8+Dex2d12+Dex
18th2d6+Dex2d8+Dex2d12+Dex
19th2d6+Dex2d8+Dex2d12+Dex
20th2d6+Dex2d8+Dex2d12+Dex

Created by

ParadoxicalUser.

Statblock Type

Class Features

Link/Embed