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.
Level | Class Features | Damage Option A | Damage Option B | Damage Option C |
---|
1st | Choose your Subclass | 1d6+Dex | 1d8+Dex | 1d12+Dex |
2nd | | 1d6+Dex | 1d8+Dex | 1d12+Dex |
3rd | Familiar | 1d6+Dex | 1d8+Dex | 1d12+Dex |
4th | | 1d6+Dex | 1d8+Dex | 1d12+Dex |
5th | Extra Attack | 1d6+Dex | 1d8+Dex | 1d12+Dex |
6th | | 1d8+Dex | 1d10+Dex | 2d6+Dex |
7th | | 1d8+Dex | 1d10+Dex | 2d6+Dex |
8th | | 1d8+Dex | 1d10+Dex | 2d6+Dex |
9th | | 1d8+Dex | 1d10+Dex | 2d6+Dex |
10th | | 1d8+Dex | 1d10+Dex | 2d6+Dex |
11th | | 1d12+Dex | 2d6+Dex | 2d8+dex |
12th | | 1d12+Dex | 2d6+Dex | 2d8+dex |
13th | | 1d12+Dex | 2d6+Dex | 2d8+dex |
14th | | 1d12+Dex | 2d6+Dex | 2d8+dex |
15th | | 1d12+Dex | 2d6+Dex | 2d8+dex |
16th | | 2d6+Dex | 2d8+Dex | 2d12+Dex |
17th | | 2d6+Dex | 2d8+Dex | 2d12+Dex |
18th | | 2d6+Dex | 2d8+Dex | 2d12+Dex |
19th | | 2d6+Dex | 2d8+Dex | 2d12+Dex |
20th | | 2d6+Dex | 2d8+Dex | 2d12+Dex |