Base Class: Artificer
A specialist in the field of using, manipulating, and maintaining firearms, the Firearm Specialist is far more skilled then any Fighter with a gun. Combining an artificer's creative mind with the lead spitting ranged weapons has lead to a terrifyingly effective damage dealer. When coupled with infusions the possibilities are endless.
Tool proficiency
When you take this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency you may gain proficiency with another artisan's tool of your choice.
Firearm Specialist Spells
Beginning at 3rd level you always have a number of spells prepared when you reach a certain level in this class, as shown below. These spells count as artificer spells and don't count against the number of artificer spells you can have prepared.
Lvl 3rd: Shield, Hunter's mark
Lvl 5th: Silence, Mirror Image
Lvl 9th: Wind Wall, Conjure Barrage
Lvl 13th: Greater Invisibility, Fire Shield
Lvl 15th: Circle of Power, Conjure Volley
Firearm Specialist
Beginning at 3rd level you gain the following benefits.
- You gain proficiency with martial weapons.
- When you attack with a magic weapon, you can use your intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Weapon of Choice
Beginning at 3rd level you further your expertise with your weapons of choice. Select either Gunslinger or Gun Blade as your "weapon of choice," once you have selected one you may not switch to the other.
Gunslinger:
- When wielding a firearm in both (or each) hand you may make an additional weapon attack with bonus action. You may add your dex modifier to the damage as normal.
- You may reload even if you have a firearm in each hand.
Gun Blade:
- With one hour of work you may combine a melee weapon and a firearm provided both lack the heavy property into one weapon. This allows you to choose which weapon to use for each attack.
- Once per turn as part of the attack action, before or after making an attack, you may expend shots remaining in your firearm and be launched a number of feet equal to five times the number of shots fired. this movement does not provoke opportunity attacks.
- You may expend all remaining ammo in the magazine of the combined firearm to add an additional 2d8 damage to a melee attack.
*This ability does not function alongside things that create ammo in an empty weapon such as some infusions. You must have physical ammunition loaded into the magazine.
| Name | Cost | Ammo | Damage | Weight | Range | Properties |
| Pistol | 250gp | 3gp (10) | 1d8 piercing | 3 lb | (50/90) | Ammunition, Loading |
| Musket | 500gp | 3gp (10) | 1d12 piercing | 10 lb | (100/400) | Ammunition, Loading, Two Handed |
| Peperbox | 300gp | 3gp (10) | 1d8 piercing | 4 lb | (90/180) | Ammunition, Reload 4 |
| Revolver | 500gp | 5gp (20) | 1d10 piercing | 4 lb | (90/180) | Ammunition, Reload 6 |
| Blunderbuss | 250gp | 5gp (5) | 3d6 piercing | 8 lb | (20/60) | Ammunition, Reload 1, Heavy, Two Handed |
| Elephant Gun | 800gp | 10gp (5) | 2d12 piercing | 10 lb | (150/600) | Ammunition, Reload 1, Heavy, Two Handed |
Reload:
The listed number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action.
Extra Attack
Starting at 5th level you may take two attacks rather then one when taking the attack action.
Fan the Hammer
At 9 level you gain the ability to aim and fire in the blink of an eye. As an action you may fire off all remaining shots in one firearm you are wielding at once making a ranged weapon attack per each shot and adding your modifiers as normal. This counts as an attack action in regard to abilities that require one.
You may use this ability twice per long rest. And may only use it once per turn.
*This ability does not function alongside things that create ammo in an empty weapon such as some infusions. You must have physical ammunition loaded into the magazine.
Improved Weapon of Choice
Beginning at 15th level you further your expertise with your weapons of choice.
Gunslinger:
- When wielding a firearm in both (or each) hand you may two additional weapon attacks with your bonus action rather than one. You may add your dex mod to the damage as normal.
Gun Blade:
- The extra damage for loosing all your shots to boost damage to a melee attack increases from 2d8 to 3d8.
- After using "fan the hammer" you may make one additional melee weapon attack as a bonus action using your combined melee weapon.
Previous Versions
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11/28/2022 5:23:09 AM
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