A Loose Cannon is an artificer unburdened by the vagaries of "health and safety", specialising in a variety of destructive energies. Their chaotic creations bring panic, devastation, and overwhelming firepower to the table, perhaps at the cost of others around them. The loose cannon might be a savant of slaughter, or merely an experimenter driven by the burden of terrible knowledge. Either way, their inventions are as calamitous as they are awe-inspiring.
Bonus Proficiencies When you adopt this specialisation at 3rd level, you gain proficiency with smith's tools. In addition, your reflexes are enhanced, perhaps honed by years of your own destructive creations. You gain proficiency with Dexterity saving throws. Loose Cannon Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown below. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. Artificer level 3rd: Chromatic orb, faerie fire Artificer level 5th: Shatter, silence Artificer level 9th: Fear, fireball Artificer level 13th: Confusion, wall of fire Artificer level 17th: Cone of cold, destructive wave Chaos Bombs From 3rd level, you learn how to create chaos bombs. Using smith's tools or tinker's tools, whenever you finish a long rest, you can produce a number of chaos bombs in an empty flask or canister equal to your proficiency bonus. You can create additional chaos bombs when you finish your long rest by expending a spell slot of 1st level or higher for each one. Each chaos bomb requires its own flask or container. As an action, you can attach a chaos bomb to a creature within 5 feet of you or throw it with range 20/60 feet. In either case, make a melee or ranged spell attack roll against a target creature. It can trigger immediately, or you can use a bonus action to have it trigger within 3 rounds. If you do not trigger it within 3 rounds, the chaos bomb deactivates and no longer functions. When the chaos bomb triggers, roll on the Chaos Bomb table below for the results. For any results that require a saving throw, use your spell save DC. If you choose, you can expend a spell slot of 1st level or higher when the chaos bomb triggers to either add 1 or subtract 1 from the d6 result (to a minimum of 1 or a maximum of 6). Creating a chaos bomb requires you to have smith's tools or tinker's tools on your person, and any chaos bombs you create with this feature last until they are used or until the end of your next long rest. Chaos Bomb Table d6 --- Effect 1 - Dud. The chaos bomb lets out a disappointing puff of smoke or a sad trombone noise, and there is no effect. 2 - Thunderbomb. The chaos bomb detonates loudly with a 10ft. radius, inflicting 2d8 thunder damage on each creature in the area and becoming deafened until the end of their next turn. Creatures can make a Constitution saving throw, taking half damage and not becoming deafened if they are successful. 3 - Forcebomb. The chaos bomb detonates with concussive force in a 10ft. radius, inflicting 2d8 force damage on each creature and object in the area, and knocking them prone. Creatures can make a Strength saving throw, taking half damage and not becoming prone if they are successful. 4 - Shriekbomb. The chaos bomb emits an ear-piercing siren in a 20ft. radius, inflicting 2d6 psychic damage on each creature in the area and making them frightened until the end of their next turn. Creatures can make a Wisdom saving throw, taking half damage and ignoring the frightened effect if they are successful. 5 - Spatterbomb. The chaos bomb erupts in brightly-coloured sticky fluid in a 10ft. radius, inflicting 3d6 acid damage on each creature and object in the area. Creatures can make a Dexterity saving throw, taking half damage if they are successful. 6 - Firebomb. The chaos bomb detonates with a 10ft. radius, inflicting 3d6 fire damage on each creature and object in the area. Creatures can make a Dexterity saving throw, taking half damage if they are successful. Boisterous Chaos From 5th level, when you use the Attack action to attack with a chaos bomb, or when you use an action to cast an artificer spell with a casting time of 1 action, you can make an additional attack with a chaos bomb as a bonus action. Improved Chaos Bombs From 9th level, the effect of your chaos bombs is enhanced. When you roll the effect of a chaos bomb, you can you can choose to enhance the effect when it is triggered. If you do so, increase the radius by 5ft. and increase the damage by 1 die of the appropriate type. From 15th level, the radius increases by an additional 5ft. and the damage dice are increased by a further 1, for a total increase of 10ft. radius and 2 damage dice, when you choose to enhance the effect. Delayed Blast Starting at 15th level, you can delay the detonation of your damage-dealing spells in order to increase their potency. When you cast a spell that inflicts damage and has an instantaneous duration, you gain the option to hold concentration on the spell for up to 1 minute. The spell effect becomes a visible and glowing point of magical energy at the end of the tool you use to create the spell. When your concentration breaks or you choose to end delaying the effect, it takes effect immediately. At the end of your turn, if you have not ended the delaying effect, increase the spell's damage by an additional 1d6, of the spell's base damage type. For spells that deal multiple types of damage, only one type of damage increases. If the glowing point of energy is touched before you choose to end delaying the effect or your concentration is broken, the creature touching it must make a Dexterity saving throw. On a failed save, the delay ends immediately and the spell takes effect at the point of energy. On a successful save, the creature can throw the point of energy up to 40 feet. When it strikes a creature or solid object, the spell takes effect from that point immediately. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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