Railgunner - Artificer Specialist v1

by Rain-Junkie

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Railgunner

A railgunner fights with a potent and lethal hand-crafted
railgun, making use of rounds that can devastate single
targets. While many compare their destructive abilities to
those of an artillerist, railgunners prefer the precision and silence before unleashing a deadly, single shot.

Tool Proficiency

3rd-level Railgunner feature


You gain proficiency with smith's tools. If you already have
this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Railgunner Spells

3rd-level Railgunner feature


You always have certain spells prepared after you reach particular levels in this class, as shown in the Railgunner Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Railgunner Spells
Artificer Level Spell
3rd alarm, zephyr strike
5th locate object, misty step
9th nondetection, thunder step
13th freedom of movement, locate creature
17th conjure volley, far step

Lorentz Railgun

3rd-level Railgunner feature


Your experiments have resulted in a deadly firearm, an Lorentz Railgun. It counts as a martial ranged weapon, but only you're proficient with it. It deals 1d12 piercing damage on a hit, and it has the ammunition (range 150/600), heavy, loading, and two-handed properties. Once you attack with your Lorentz Railgun, you can't fire it again until the start of your next turn, as it vents the heat from its last shot.

You also create an ammunition pouch for your Lorentz Railgun. As a bonus action or when you roll for initiative, you can conjure 30 nonmagical bullets, which appear inside the pouch. These bullets last for 1 minute or until you use this feature again.

Your Lorentz Railgun's damage die increases when you reach certain levels in this class, at 5th level (2d12), 9th level (3d12), 13th level (4d12), and 17th level (5d12).

At the end of a long rest while you have your smith's tools with you, you can create a new Lorentz Railgun, ammunition pouch, or both. If you already have a railgun or ammunition pouch from this feature and create a new one, the original breaks and stops functioning.

Adaptive Protocol

3rd-level Railgunner feature


Your tinkering has allowed you to adapt your railgun with a variety of firing modes, called protocols. You gain two Protocol options of your choice, which are listed at the end of the sublass description. You gain another one at 9th and 15th level. As a bonus action, you can activate one of your protocols. Each protocol grants you a benefit while it's active, and a protocol lasts for 1 minute, or until you activate a different protocol.


 

Once during a protocol, you can activate that protocol's ordnance when you make an attack with your railgun. Doing so doesn't end the protocol.

Once you activate an adaptive protocol, you can't do so again until you finish a short or long rest or until you expend a spell slot of 1st level or higher.

Magnetic Accelerator

5th-level Railgunner feature


When you roll a 1 or 2 on a damage die for an attack or ordnance you make with your railgun, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Additionally, while you have a protocol active, you can add your Intelligence modifier to the damage of your railgun.

Exhaust Vents

9th-level Railgunner feature


Improvements to your railgun allow you to siphon any excess heat for more practical uses. When you make an attack with your railgun, you can choose one of the following options:

  • The force of the shot pushes you up to 10 feet in a direction of your choice. This movement doesn't provoke attacks of opportunity.
  • A 15-foot cube centered on you becomes lightly obscured until the start of your next turn. Creatures inside this cube gain half cover.

You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), and regain all uses when you finish a long rest. When you activate an ordnance, you can use this feature without expending a use of it.

Fusion Matrix

15th-level Railgunner feature


When you activate a protocol, you can activate an additional protocol without expending an additional spell slot. You gain the benefits of both protocols, and can use each ordnance once while the protocols are active.


Railgunner Protocols

The following protocol options are listed in alphabetical order:

Cryoclasm RGP-0273

Intended to disrupt faster foes, the Cyroclasm RGP-0273 provides the assurance that your foes won't be reaching you.

Protocol. You can have attacks with your railgun deal cold damage, rather than piercing damage. When you hit a creature with an attack from your railgun, its speed is halved until the start of your next turn.

Ordnance. When you fire this ordnance, rather than making an attack roll, you cause the gun to unleash a wave of glacial energy in a 30-foot cone. Each creature in that area must make Constitution saving throw against your spell save DC. On a failed save, a creature takes cold damage equal to your Lorentz Railgun's damage dice and has their speed reduced to 0 until the start of your next turn. On a success, a creature takes half as much damage and their speed is halved until the start of your next turn.

Flashfire RGP-0079

Designed to blast through tight ranks, the Flashfire RGP-0079 makes quick work of many foes.

Protocol. You can have attacks with your railgun deal fire damage, rather than piercing damage. When you hit a creature with an attack from your railgun, other creatures within 5 feet of your target take fire damage equal to your proficiency bonus.

Ordnance. When you fire this ordnance, rather than making an attack roll, you launch an explosive round from the gun. The round detonates in a 10-foot radius sphere at a point within the short range of your weapon. Each creature in that area must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes fire damage equal to your Lorentz Railgun's damage dice and is set on fire. On a success, a creature takes half as much damage and isn't set on fire.

While on fire, a creature takes fire damage equal to your proficiency bonus at the start of each of its turns. The fire lasts for 1 minute, or until the creature or another creature within 5 feet of them uses their action to put the fire out.


Longshot RGP-3540

Calibrated for longer range engagements, the Longshot RGP-3540 ensures every bullet counts.

Protocol. Attacks with your railgun while this protocol is active score a critical hit on a roll of 19 or 20, and attacking with you railgun at long range doesn't impose disadvantage on your attack rolls.

Ordnance. You have advantage on the attack roll you make with your railgun as part of this ordnance. Additionally, when you would normally roll one or more dice to deal damage
with your railgun, you instead use the highest number
possible for each die.

Thundermonger RGP-0165

Tuned to give your shots as much force as possible, the Thundermonger RGP-0165 punches holes through enemy ranks.

Protocol. You can have attacks with your railgun deal thunder damage, rather than piercing damage. When you hit a creature with an attack from your railgun, you can push it up to 10 feet directly away from you.

Ordnance. When you fire this ordnance, rather than making an attack roll, you cause the gun to unleash a blast of sonic energy in a line 15-feet wide and 60-feet long. Each creature in the area must make a Strength saving throw against your spell save DC. On a failed save, a creature takes thunder damage equal to your Lorentz Railgun's damage dice and is pushed 20 feet directly away from you. On a success, a creature takes
half as much damage and is only pushed 10 feet.


Credits
  • Created by u/Rain-Junkie. More of my work can be found here. Version 1.1 [17/05/22]
  • Artwork by CodaTronics.
  • Made using GMBinder.