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## Shardgunner ***Artificer Subclass***
A shardgunner fights with a potent and lethal hand-
crafted cannon, making use of rounds that can devastate single targets. While many compare their destructive abilities to those of an artillerist, shardgunners prefer the precision and lethality of a single, deadly shot. #### Tools of the Trade *Level 3 Shardgunner feature*
___ **Tool Proficiency.** You gain proficiency with Glassblower's Tools. If you already have this proficiency, you gain proficiency with one other type of Artisan's Tools of your choice. **Glass Crafting.** When you craft an item using Glassblower's Tools, the amount of time required to craft it is halved. #### Shardgunner Spells *Level 3 Shardgunner feature*
___ When you reach an Artificer level specified in the Shardgunner Spells table, you then always have the listed spells prepared. ##### Shardgunner Spells | Artificer Level | Spell | |:-:|:--| | 3 | *Alarm*, *True Strike*, *Zephyr Strike* | 5 | *Arcane Salvo**, *Misty Step* | 9 | *Laeral's Silver Lance*, *Noxious Salvo** | 13 | *Greater Invisibility*, *Locate Creature* | 17| *Far Step*, *Incendiary Salvo** **These spells are detailed at the end of the class description* \columnbreak
#### Glass Cannon *Level 3 Shardgunner feature* ___ You've created a magical firearm, a Glass Cannon, that focuses magical energy through a number of lenses to unleash devastating shots of arcane force. You are proficient with the Glass Cannon. You can only fire the cannon once per turn, as it vents energy from each shot, and only you can fire the cannon. It has the following traits:
**Weapon Category:** Martial Ranged Weapon
**Damage on a Hit:** 2d6 Force plus the ability modifier used for the attack roll
**Properties:** Ammunition (150/600 ft.), Two-Handed
New ammunition is automatically loaded into the Glass Cannon after it fires, and doesn't require the wielder to reload. As a result, coatings such as poisons can't be applied to the ammunition used by the cannon. The Glass Cannon's damage die increases when you reach certain levels in this class, at level 5 (3d6), level 9 (4d6), level 13 (5d6), and level 17 (6d6). When you finish a Long Rest, you can expend a use of your Replicate Magic Item feature and gain a +2 bonus to attack rolls you make with your cannon until your next Long Rest. This increases to a +3 bonus at level 10. At the end of a Long Rest while you have a set of Glassblower's Tools, you can create a new Glass Cannon. If you already have a one and create a new one, the original breaks and stops functioning.
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#### Adaptive Protocol *Level 3 Shardgunner feature* ___ Your tinkering has allowed you to adapt your cannon with a variety of firing modes, called protocols. You gain two Protocol options of your choice, which are detailed below. You gain another one at level 9 and level 15. As a Reaction when you roll Initiative or as a Bonus Action, you can activate one of your protocols, expending a use of this feature. Each protocol grants you a benefit while it's active, and a protocol lasts for 1 minute, or until you activate a different protocol. For each protocol you have active, attacks with your cannon deal an extra 1d6 damage. **Flashspark Protocol.** You can have the damage of your cannon be Lightning damage, rather than Force. When you hit a crea-ture with an attack from your cannon, it has Disadvantage on the next attack roll it makes before the start of your next turn. **Cryoclasm Protocol.** You can have the damage of your cannon be Cold damage, rather than Force. When you hit a creature with an attack from your cannon, its speed is reduced by 10 feet until the start of your next turn. **Deadeye Protocol.** You can have the damage of your cannon be Piercing damage, rather than Force. If you hit a creature with your cannon and deal damage to the creature, you have Advantage on your next attack roll with your cannon against that creature before the end of your next turn. **Thundermonger Protocol.** You can have the damage of your cannon be Thunder damage, rather than Force. When you hit a creature with an attack from your cannon, you can push it up to 10 feet directly away from you. **Wildfire Protocol.** You can have the damage of your cannon be Fire damage, rather than Force. When you hit a creature with an attack from your cannon, other creatures of your choice within 5 feet of your target take Fire damage equal to your Intelligence Modifier. You have two uses of this feature, and you regain all expended uses when you finish a Long Rest. You can also regain a single use of this feature by expending a spell slot (no action required). #### Target Lock *Level 5 Shardgunner feature* ___ When you miss with the attack roll of your Glass Cannon, the target takes half the attack's damage but suffers no additional effect from the attack. #### Fusion Matrix *Level 9 Shardgunner feature* ___ When you activate an Adaptive Protocol, you can activate a second protocol without expending an extra use of the feature. You gain the benefits of both protocols while they're active. #### Arcane Accelerator *Level 15 Shardgunner feature* ___ If you roll a 6 on a d6 on any of your Glass Cannon's damage dice, the extra damage from your Adaptive Protocols, or the extra damage dealt by this feature, you can roll another d6 and add it to the damage of your attack. This extra damage is the same type as your cannon. \columnbreak
### Additional Spells The following spells are for the the Shardgunner subclass, and included in their Shardgunner Spells feature. They are listed in alphabetical order. #### Arcane Salvo *Level 2 Evocation* ___ - **Casting Time:** Bonus action, which you take immediately after hitting a creature with a Ranged weapon - **Range:** Self - **Components:** V - **Duration:** 1 round ___ The target takes an extra 2d10 Force damage from the attack, and the next attack roll you make against it before the end of your next turn can't have Disadvantage. **Using a Higher-Level Spell Slot.** The damage increases by 1d10 for each spell slot level above 2. #### Incendiary Salvo *Level 5 Evocation* ___ - **Casting Time:** Bonus action, which you take immediately after hitting a creature with a Ranged weapon - **Range:** Self - **Components:** V - **Duration:** Instantanous ___ The target takes an extra 4d8 Fire damage from the attack and has the Burning condition. Each other creature in a 30-foot Cone that originates from the target and extends directly away from you must make a Dexterity saving throw or take 4d8 Fire damage and have the Burning condition on a failed save, or half as much damage and not have the Burning condition on a success. #### Noxious Salvo *Level 3 Necromancy* ___ - **Casting Time:** Bonus action, which you take immediately after hitting a creature with a Ranged weapon - **Range:** Self - **Components:** V - **Duration:** 1 minute ___ The target takes an extra 3d8 Poison damage from the attack and has the Poisoned condition until the spell ends. At the end of each of its turns, the Poisoned target makes a Constitution saving throw, ending the spell on itself on a success. **Using a Higher-Level Spell Slot.** The damage increases by 1d8 for each spell slot level above 3.
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