When you combine guns and swords.
Gunpowder plus cold weapons. The champion of the Artillery weaves the firepower of a gun and the effectiveness of a traditional weapon, enhancing close-quarter combat capability.
Level 3
Artillery Combat Tactics.
Unique Combat Tactics only usable by expending Artillery Weapon munitions. Combat Dice expended for Artillery Combat Tactics don't count towards your normal Combat Dice.
Artillery Weapon.
(1/Safe Rest) Turn a melee weapon into an Artillery Weapon. You have INT+1 munitions (minimum 1, recharge on Safe Rest). Gain one Artillery Combat Tactic.
Level 7
Artillery Weapon (2).
Choose another Artillery Combat Tactic or gain +1 max Artillery Weapon munition.
Quick Resupply.
(1/Safe Rest) Regain all expended Artillery Weapon munitions as a free action.
Level 11
Artillery Weapon (3).
Choose another Artillery Combat Tactic or gain +1 max Artillery Weapon munition.
Overheating.
After using Quick Resupply, attacks deal extra INT damage (this extra damage counts as damage dice, minimum 1) while you still have munitions. While out of munitions, gain INT+LVL temp HP and attacks have Disadvantage for 1 minute.
Level 15
Artillery Weapon (4).
Choose another Artillery Combat Tactic or gain +1 max Artillery Weapon munition.
Improved Munitions.
Normal Combat Dice can be used as Artillery Weapon munitions.
Artillery Combat Tactics
1/attack, you can expend munitions to add one of the following effects to your attack.
Explosive Strike
Expend 1 munition. Roll a Combat Die and deal extra Fire damage (still deal this damage on miss). Smoldering targets take this damage twice instead.
Stunning Strike
Expend 1 munition. On a failed DEX save (DC 10+INT), the target is Dazed for 1 round.
Accelerated Defense
When you Defend, expend 1 munition to roll a Combat Die and add to your Armor.
Cannon Shot
(1/turn) Action: Expend munitions (at least 1) to attack a creature, Range 8. Roll a Combat Die for each munition spent. Deal as much Piercing damage.
Healing Shot
(1/turn) Action: Expend munitions (at least 1) to heal a creature, Reach 8. Roll a Combat Die for each munition spent. The target heals as much HP.
Scorched Earth
Expend 2 munitions. (AoE, Reach 2) Roll 2 Combat Dice. Others within Reach succeed STR save (DC 10+INT) or take rolled Combat Dice as Fire damage and become Smoldering.