Thunder Monger Artificer (5e Subclass)

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Thunder Monger[edit]

Artificer Specialty

A Thunder Monger is an Artificer who has crafted a spectacular and terrible device: a Thunder Cannon. A weapon of unmatched destruction, an Artificer's reason for forging such a thing is varied. Some seek the power, some seek the discovery.

For some it is but a tool to accomplish their goal, for others it is the culmination of the work, for which all the pesky details of adventuring are dedicated to. Given the destructive potential of a Thunder Cannon, many monsters and men may seek to seize the power for themselves upon witnessing its potential, but even if they were to succeed they would soon find that using one of these deadly tools is an art of equal mastery to forging one, something only the one who forged the device will ever truly master, for each Thunder Cannon is unique work, suited only to its creator.

Tool Proficiency

When you adopt this specialization at 3rd level, 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.

Thunder Monger Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Thunder Monger Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Thunder Monger Spells
Artificer Level Spells
3rd ensnaring strike, catapult
5th branding smite, magic weapon
9th thunder step, lightning arrow
13th storm sphere, elemental bane
17th banishing smite, conjure volley
Thunder Cannon

At 3rd level, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This weapon is the Thunder Cannon. You are proficient with the Thunder Cannon. The firearm is a two-handed ranged weapon that deals 2d6 piercing damage. It has a short range of 150 feet and a long range of 500 feet. Once fired, it must be reloaded as a bonus action.

You add your Intelligence modifier, instead of your Strength, for attacks and damage rolls made with the thunder cannon. If you lose your Thunder Cannon, you can create a new one over the course of a short rest, by spending 100 gp worth of metal and other raw materials.

Thunder Monger

Also at 3rd level, you learn to channel thunder energy into your Thunder Cannon. You can use your bonus action to infuse the cannon with a spell slot. Your next attack deal additional 2d6 damage per level of the spell slot spent on a hit, or half damage if you miss. The damage type is thunder, instead of piercing.

Extra Attack

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Blast Wave

Starting at 9th level, you can use your bonus action to channel the force energy into your Thunder Cannon. Rather than making an attack roll, you unleash force energy in a 15-foot cone. Each creature in the area must succeed on a Strength saving throw against your spell save DC, taking 2d6 damage on a failed save and being pushed 10 feet away from you.

You can spend spell slots when using this ability, increasing the damage in 2d6 per spell slot spent.

Piercing Round

Also at 9th level, you can use your bonus action to channel lighting into your Thunder Cannon. Rather than making an attack roll, you force all creatures in a 5-foot wide, 30-foot long line to make a Dexterity saving throw, taking 3d6 lighting damage on a failed save.

You can spend spell slots when using this ability, increasing the damage in 2d6 per spell slot spent.

Explosive Round

At 15th level, you can use your bonus action to channel fiery energy into your Thunder Cannon. Rather than making an attack roll, you launch an explosive round on a point within range. All creatures in a 30-foot radius sphere centered on the point targeted must succeed on a Dexterity saving throw, taking 2d6 fire damage on a hit.

You can spend spell slots when using this ability, increasing the damage in 2d6 per spell slot spent.

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