Base Class: Artificer
You've managed to create a brand new weapon: a firearm. You understand that this new weapon makes you powerful not just because you can wield it, but because you can sell it. Aim your weapon at both your opponents and the market, and hit two bullseyes at once.
Tool Proficency
3rd-level Arms Dealer 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.
Arms Dealer Spells
3rd-level Arms Dealer feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Arms Dealer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Arms Dealer Spells
| ARTIFICER LEVEL | SPELL |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Flintlock Forger
3rd-Level Arms Dealer Feature
You've learned how to make firearms. Over a long rest, you can rest for four hours instead of eight, if four hours are spent making a weapon or ammunition for it.
If making a weapon you need access to a forge, and making ammunition requires tinker's tools.
You can choose between 3 firearms to make over a long rest. You can make a pistol, a shotgun, or a sniper rifle, and these firearms count as a spellcasting focus for you. Reloading is an action for all firearms. Ammo capacity for these weapons adds 1 for every subclass feature.
Each weapon also has a chance to jam. If it jams, you can take an action to attempt to fix it, and you can either make a Sleight of Hand or Tinker's Tools check. The DC is also based on the weapon. If you try and fail three times, you must unjam it during a short rest.
- Pistol: Light, one handed. 1d6 + Dexterity modifier piercing damage. 30/100 Can fire 6 times before needing to reload. Jam score: 3; Unjam DC: 15
- Shotgun: Two handed, can be fired one handed at disadvantage. 1d10 bludgeoning damage. 15 ft Cone. When firing, if a creature is closer than within a 5 feet cone, they need to make a Dexterity saving throw against 8 + proficiency + Dexterity modifier or be knocked prone. Can fire twice before needing to reload. Jam score: 6 ; Unjam DC: 17
- Sniper Rifle: Two handed, heavy. 2d8 piercing damage. 250/600 If you roll an 18 or higher when firing this, the creature is pushed away 10 feet if Medium or smaller, 5 feet if Large or larger. Can fire once before needing to reload. Jam score: 11; Unjam DC: 20
If making ammunition you roll 1d20 and make that many of the chosen ammo type. Ammunition is interchangeable between weapons, but there are 4 types of ammunition to make: Piercing, Flashing, Scorching, Booming.
- Piercing: On a critical hit, deals half an extra damage die and lowers AC by 1 until the end of their next turn.
- Flashing: Forces a Dexterity saving throw versus 8 + proficiency bonus + Dexterity modifier on all creatures within 5 feet of the target. On a fail they are blinded until the end of their next turn.
- Scorching: On a hit, these deal an extra 1d6 fire damage.
- Booming: On a hit, forces a Constitution saving throw versus 8 + proficiency bonus + Dexterity modifier. On a fail, the target is stunned until the end of their next turn.
Salesman
3rd-level Arms Dealer feature
You gain proficiency in Persuasion, and have advantage on Persuasion checks to sell or advertise your weapons.
Boombox
6th-level Arms Dealer feature
You've learned to pack ammunition in special casing. After bundling 10 pieces of the same ammunition together during a short rest, you can light and throw it as an action. You can make an amount equal to proficiency bonus per rest, provided you have enough ammunition.
Boombox: Light, thrown. 10/30 ft. Forces a Dexterity saving throw from all creatures in a 15 ft radius versus 8 + proficiency bonus + Dexterity modifier. On a fail it deals 1d8 thunder damage and 1d6 fire damage, half as much on a success. The effects of the ammunition occur on fail, regardless of usual requirements.
Adaptive Aresenal
9th-level Arms Dealer feature
Business has been slowing, and you need to up the sales. You've recently learned how to add your firearms to melee weapons.
Over a long rest, while forging a firearm, you can combine a melee weapon with it, and switch between firearm and melee as a bonus action. While the weapon is in melee form, you are proficient with it. You can spend three pieces of ammo and your reaction to boost your damage roll according to the firearm applied.
- Pistol: +1
- Shotgun: +3
- Sniper Rifle: +5
You also learn to forge two new weapons to sell.
- Brass Knuckles: While wielding these you get two attacks per attack action, deal 1d6 bludgeoning damage per attack, and can add your Strength modifier to your off hand attack.
- Rocket Boots: Grant a special kick attack, dealing 1d8 + your Intelligence modifier. As a bonus action you turn them on and can choose one of the following effects once per day for 10 minutes: dash as a bonus action, fly 60 ft but not hover, jump distance is doubled once per turn, or add 2d4 fire damage to your kick.
Weapons Master
15th-level Arms Dealer feature
While wielding an Adaptive Arsenal weapon, you can enter a state of perfect control. While maintaining concentration for up to a minute: you get two attacks for all weapon attacks, can switch your weapon and make an attack in the same bonus action, and only suffer disadvantage on attack rolls if the disadvantage is the result of a spell or an opponent's ability.
You can enter this state as an action once per short rest.







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