Fusilier (5e Subclass)
Fusilier[edit]
Artificer Subclass
When compared to their more volatile brethren, Fusilier artificers are often viewed as the more quiet and reserved of the group. Do not, however, mistake their outward calm for inner peace. Their minds are always at work, carefully planning their next great shot. For a Fusilier's only love is their weapon, and only vow is the kill. And you will never see them coming.
- Eye for Detail
When you adopt this specialization at 3rd level, you gain proficiency with either glassblower's tools or jeweler's tools. If you already have both of these proficiencies, you gain proficiency with one other type of artisan's tools of your choice.
In addition, you also gain proficiency in the Wisdom (Survival) skill. If you are already proficient in this skill, you may instead choose one of the skills artificers may start with to become proficient in.
- Fusilier Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Fusilier Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Artificer Level | Spells |
---|---|
3rd | Fog Cloud, Hunter's Mark |
5th | Pass Without Trace, Melf's Acid Arrow |
9th | Major Image, Lightning Arrow |
13th | Greater Invisiblity, Dimension Door |
17th | Creation, Banishing Smite |
- Line 'Em Up
Beginning at 3rd level, you have learned how to make the most of every shot you take. You gain the following 2 benefits:
- You become proficient with all ranged weapons.
- If you have not yet spent any of your movement on your turn, you may use your bonus action to grant yourself advantage on your next ranged attack roll. Your speed then becomes 0 until the end of your turn.
- This'll Fix 'Em
At 3rd level, your travels in search of more and more dangerous game have brought you in contact with the magic of the greatest hunters of all time. You have studied this magic, and harnessed a portion of it for your own gains.
Choose one ranged weapon that you can touch and you are proficient with. You may now perform a ritual with this weapon over the course of one hour, affixing arcane Components to its material. For this ritual you will need either glassblower's tools or jeweler's tools, and you must keep the weapon within range to touch. If the ritual is interrupted, you must begin it anew. Upon the successful completion of this ritual, your weapon becomes an Exotic Arbalest. You may use your Exotic Arbalest as a spellcasting focus for your artificer spells. You may not have more than one Exotic Arbalest at a time. If you attempt to create a new one, your old one will lose all of the associated benefits.
In addition, the Components you have affixed to your Arbalest may each be infused with your artificer infusions. These Components each require 1 artificer infusion, but do not count against the number of infusions you may make into your Exotic Arbalest. You begin with 1 affixed Component, and may affix and infuse more as you gain levels in this class. The amount of Components you may have affixed per artificer level is detailed in the table below:
Artificer Level | Number of Components |
---|---|
3rd | 1 |
5th | 2 |
9th | 3 |
13th | 4 |
The list of Components available to you when you infuse a Component is detailed after this subclass description. If a Component has a level requirement, you must be at least that level in this class to infuse the Component.
Whenever you gain a level in this class, you may change one of the Components you have affixed to your Arbalest for another (you may not have more than 1 of the same Component). This change requires an hour to complete while holding either glassblower's tools or jeweler's tools, and if you are interrupted, you must begin anew.
If you become unconscious or petrified, all of your currently empowered Components lose their power and no longer apply their effects.
- Lay 'Em Out
At 5th level, you and your Exotic Arbalest have grown together. You may now use your Intelligence modifier when making weapon attack and damage rolls with your Exotic Arbalest.
In addition, once per turn, whenever you roll a 1 or a 2 on a weapon attack with your Exotic Arbalest, you may reroll the number. You may do this a number of times equal to your Intelligence modifier, and you regain all uses on a long rest.
If a spell or Component has a casting or empowerment time of 1 bonus action, you may instead cast or empower it as an action and also make 1 weapon attack with your Exotic Arbalest as part of that action.
- Knock 'Em Dead
At 9th level, your magic has grown amazingly efficient, and your Exotic Arbalest is now a finely tuned conduit. All spells you cast and weapon attacks you make with your Exotic Arbalest score a critical hit on a roll of 19 or 20.
In addition, your Exotic Arbalest now counts as 2 items for the sake of infusion - the stock and the firing mechanism - and the maximum number of items you can infuse at once increases by 2, but these extra items must be part of your Exotic Arbalest or affixed Components.
- Hrafnagud
At 15th level, your Exotic Arbalest, as well as your prowess with it, have become beyond legendary in nature. You gain advantage on Charisma (Intimidation) and Charisma (Persuasion) checks while holding your Exotic Arbalest.
While you are concentrating on a spell, or while one of your Components is empowered, your Exotic Arbalest deals an extra 2d8 of force damage on hit, plus 1d8 for each spell level higher than 1st you are concentrating on or for each spell level higher than 1st the Component would take to re-empower. You may not add this effect to a hit for more than one spell or Component.
- List of Arcane Components
Component of Safety
- This Component is one of alertness and caution. As a bonus action, you may empower this Component to serve as a proximity detection system. For 1 minute, you gain Blindsight out to a range of 10 feet, advantage on Wisdom (Perception) checks, and you may not be surprised unless you are incapacitated. Once you empower this Component, you may not do so again until you finish a short or long rest unless you expend a 1st level spell slot or higher to empower it again.
Component of Spearing
- This Component is one of entanglement and gripping. As a bonus action, you may empower this Component to serve as a grappling system. For 1 minute, while you have ammunition for your Exotic Arbalest, you gain a climbing speed equal to your walking speed, and whenever you hit a creature with a weapon attack from your Exotic Arbalest, you may choose to attempt to Grapple them. If a creature is Grappled by your Exotic Arbalest, you may not make more weapon attacks with it, but you may expend your action to force the creature you have Grappled to succeed on either an Strength (Athletics) check or Dexterity (Acrobatics) check of your choice or else be dragged up to 30 feet towards you. Once you empower this Component, you may not do so again until you finish a short or long rest unless you expend a 1st level spell slot or higher to empower it again.
Component of Screening
- This Component is one of silence and scent. As a bonus action, you may empower this Component to create a dampening field. For 1 minute, enemy creatures have disadvantage on Wisdom (Perception) checks against you that rely on sound or smell, and you are invisible to enemies that rely on Blindsight. Once you empower this Component, you may not do so again until you finish a short or long rest unless you expend a 1st level spell slot or higher to empower it again.
Component of Surety
- This Component is one of lightening and lifting. As a bonus action, you may empower this Component to act as a gravitational aid. For 1 minute, if your Exotic Arbalest possesses the Heavy property, it is treated as if it does not. While you are holding your Exotic Arbalest, difficult terrain does not cost you extra movement and you have advantage on saving throws to avoid being knocked prone. You may not be willingly disarmed of your Exotic Arbalest. Once you empower this Component, you may not do so again until you finish a short or long rest unless you expend a 1st level spell slot or higher to empower it again.
Component of Support
- This Component is one of steadiness and strength. As a bonus action, you may empower this Component to serve as a bracing system. For 1 minute, weapon attacks you make with your Exotic Arbalest while prone do not have disadvantage, and the long range of your Exotic Arbalest is treated as its normal range. Once you empower this Component, you may not do so again until you finish a short or long rest unless you expend a 1st level spell slot or higher to empower it again.
Component of Seeking (5th level)
- This Component is one of search and pursuit. Whenever you hit a creature with a weapon attack from your Exotic Arbalest, you may empower this Component to serve as a tracking sensor. For 1 hour while holding your Exotic Arbalest, you gain advantage on all ability checks made to track and find that creature, and that creature has disadvantage on Dexterity (Stealth) checks made to Hide from you. If a creature succeeds on an Intelligence (Arcana) check against your spell save DC, it will discover and dispel the magic. Once you empower this Component, you may not do so again until you finish a short or long rest unless you expend a 2nd level spell slot or higher to empower it again.
Component of Stalking (5th level)
- This Component is one of survival and secrecy. As a bonus action, you may empower this Component to form adaptive camouflage. For 1 minute while holding your Exotic Arbalest, you may always attempt to Hide while prone, and if you successfully Hide while prone, you become invisible until you cast a spell, attack, or stand up from the prone condition. Once you empower this Component, you may not do so again until you finish a short or long rest unless you expend a 2nd level spell slot or higher to empower it again.
Component of Scrutiny (5th level)
- This Component is one of observation and deduction. Whenever you hit a creature with a weapon attack from your Exotic Arbalest, you may empower this Component as a detection aid. You learn one of the following pieces of information about the creature you hit: the creature's remaining hit points, its armor class, one of its ability scores of your choice, or its ability to receive a damage type of your choice. Once you empower this Component, you may not do so again until you finish a short or long rest unless you expend a 2nd level spell slot to invoke it again.
Component of Searing (5th level)
- This Component is one of heat and temper. Whenever you hit a creature with a weapon attack from your Exotic Arbalest, you may empower this Component to remind your shot of the flame it was born in. The creature you hit receives an extra 1d6 fire damage and must succeed on a Constitution saving throw or else have disadvantage on further Constitution saving throws and receive an extra 1d4 fire damage at the start of each of their turns for 30 seconds. If the creature is wearing metal armor, they have disadvantage on this saving throw. Once you empower this Component, you may not do so again until you finish a short or long rest unless you expend a 2nd level spell slot to empower it again.
Component of Sundering (9th level)
- This Component is one of stress and weakening. Whenever you hit a creature with a weapon attack from your Exotic Arbalest, you may empower this Component to remind your shot of the press of metal it once knew. The creature you hit receives an extra 2d4 force damage and an extra 1d6 piercing damage, and must succeed on a Constitution saving throw or else have its AC reduced by 2 for 30 seconds. If the creature is wearing metal armor, they have disadvantage on this saving throw. Once you empower this Component, you may not do so again until you finish a short or long rest unless you expend a 3rd level spell slot to empower it again.
Component of Smiting (9th level)
- This component is one of fury and wrath. Whenever you hit a creature with a weapon attack from your Exotic Arbalest, you may empower this component to unmake your shot. The creature you hit receives an extra 2d6 radiant damage and 1d6 bludgeoning damage, and must succeed on a Constitution saving throw or else be knocked prone and Stunned until the end of their next turn. If the creature is wearing metal armor, they have disadvantage on this saving throw. Once you empower this Component, you may not do so again until you finish a short or long rest unless you expend a 3rd level spell slot to empower it again.
Component of Sapping (9th level)
- This component is one of binding and draining. Whenever you hit a creature with a weapon attack from your Exotic Arbalest, you may empower this component to impart your shot with a hunger of its own. The creature you hit receives an extra 2d8 necrotic damage and must succeed on a Constitution saving throw or else act as if they had 2 levels of exhaustion for 30 seconds. You recover half of the damage dealt in this attack as temporary hit points. Once you empower this Component, you may not do so again until you finish a short or long rest unless you expend a 3rd level spell slot to empower it again.
Component of Sight (9th level, requires attunement)
- This Component is one of truth and vision. As a bonus action, you may empower this Component to serve as better eyes than your own. For 30 seconds, you gain Truesight in a cone of range 120 feet and maximum width of 30 feet. Once you empower this Component, you may not do so again until you finish a short or long rest unless you expend a 3rd level spell slot to empower it again.
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