Arcanist Vocations

Artillerist

By combining arcane knowledge with precision engineering, this arcanist utilise magical projectiles that can turn the tide of battle.

 

Signature infusion

Arcane Cannon

 

Arcane Tinkerer

At 1st or 3rd level, you become proficient with either the Tinkerer’s tools or the woodcarver’s tools.

Also, when you infuse a weapon with the trigger property with your arcane cannon infusion, you can add one of the following additional abilities to the weapon when you attune to it:

  • Launcher. In addition to its normal properties, this weapon has a special launcher attached. When you wield the infused weapon, you can attack with it or with the special launcher. The launcher has a special reload [1] property that can be used to load an alchemical weapon (such as alchemist fire or a vial of poison). You can use this launcher to make a ranged attack with a loaded alchemical weapon. When you make an attack with the alchemical weapon, make a ranged attack against a target within the infused weapon’s normal range using the alchemical weapon as ammunition. On a hit, treat the attack as if it was made with the alchemical weapon. You are proficient with the launcher if you are proficient with the infused weapon.

  • Double-tapper. In addition to its normal properties, this weapon has a special crossbow attached that functions exactly like a repeating crossbow except it has a reload [2] property instead of reload [5]. When you make an attack with the infused weapon, you can attack with it as normal or with the attached repeating crossbow. Once on your turn, when you hit or miss a target with either the infused weapon or the attached repeating crossbow, you can immediately make an additional attack against the target using the other weapon if it is loaded. This extra attack does not add your Dexterity modifier (or any other ability score modifier) to the damage roll.

  • Silencer. If the weapon has the thundering property, the weapon loses this property.

 

Magic Munition

Beginning at 7th or 9th level, you can cast a spell onto the ammunition of your arcane cannon if it has the reload property.

Any spell cast onto ammunition in this way is always delivered at the lowest level required to cast the spell regardless of the spell slot level is used to cast the spell onto the ammunition.

To be eligible, the spell must:

  • Have a casting time of one action.

  • Include a spell attack.

When you gain this feature, you also learn two 1st-level spells from any spell list that require a spell attack roll. You can only cast these spells as part of loading them into a magical weapon with the reload property.

It takes 1 minute to reload the weapon with a spell creating a piece of magic ammunition. If you use this ability on a weapon that already has a spell imbued, the previous spell fades harmlessly. The spell also fades when you finish a long rest.

As an action, you can make an attack with the imbued ammunition. This attack can use your Intelligence in place of your Dexterity, for the attack and damage rolls. If the attack hits, replace the weapon’s damage dice with the spell’s effect.

 

Spell sniper

Beginning at 13th or 15th level, you become more adept at imbuing magic into ammunition. When you spend a minute to cast a spell onto the ammunition of your arcane cannon, you can spend a spell slot of a higher level than the minimum level required to cast the spell. When you do so, the spell does not gain the spells normal benefits from being cast at a higher level. Instead, you create one additional piece of magical ammunition for each spell slot level above the spell’s normal level you use to cast the spell. You cannot create more magical pieces of ammunition this way than the weapon’s reload value (e.g. if you use a 2nd level spell slot to cast chromatic orb when you reload a magical weapon with reload [5], you can use an action twice with this weapon to exchange the weapon’s damage dice with a chromatic orb spell as if it was cast with a 1st level spell slot).

Also, when you score a critical hit with your arcane cannon, you can roll one of the attack’s damage dice one additional times, adding the total to the damage of the critical hit.