Base Class: Artificer
As an artificer, you are used to tinkering with different alloys, materials, and chemicals. It just so happens that you have learned about the explosive power of gunpowder. Mixed with your arcane learning, you are able to create a variety of ways to use this - both magically and through alchemy. But you want more than being confined to a workshop, you want to go out and explore the real-world applications of this new field of study.
Tools of the Trade
3rd-level Arcane Sniper feature
You gain proficiency with firearms. You also gain proficiency with tinker's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
Firearms
| Name | Cost | Ammo | Damage | Weight | Range | Properties |
|---|---|---|---|---|---|---|
| Palm Pistol | 50g | 2g (20) | 1d8 piercing | 1 lb. | (40/160) |
Light, reload 1, misfire 1
|
| Pistol | 150g | 4g (20) | 1d10 piercing | 3 lb. | (60/240) |
Reload 4, misfire 1
|
| Musket | 300g | 5g (20) | 1d12 piercing | 10 lb. | (120/480) |
Two-handed, reload 1, misfire 2
|
| Pepperbox | 250g | 4g (20) | 1d10 piercing | 5 lb. | (80/320) |
Reload 6, misfire 2
|
| Blunderbuss | 300g | 5g (5) | 2d8 piercing | 10 lb. | (15/60) |
Reload 1, misfire 2
|
| Bad News | Crafted | 10g (5) | 2d12 piercing | 25 lb. | (200/800) |
Two-handed, reload 1, misfire 3
|
| Hand Mortar | Crafted | 10g (1) | 2d8 fire | 10 lb. | (30/60) |
Reload 1, misfire 3, explosive
|
Arcane Sniper Spells
3rd-level Arcane Sniper feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Arcane Sniper Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Arcane Sniper Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
|
|
5th |
Pass Without Trace, Detect Thoughts |
|
9th |
Tiny Hut, Stinking Cloud |
|
13th |
Faithful Hound, Wall of Fire |
|
17th |
Creation, Cloudkill |
Special Amunition
Through trial an error, you have found new ways to use ammunition in your firearms. Proficiency bonus times per short or long rest, you may make a firearm attack and add one of the following bullets into your weapon and add it's effects to your normal weapon attack.
Armor Break shot
This shot tears into the armor of your foe. It is less effective in covering its vital areas. The target loses 2 AC. You can not use this shot against the target multiple times. THis only works against natural or non-magical armor.
Blinding Shot
This ammunition is designed to explode just at reaches the target, expelling a chemical irritant that would blind the target. Upon a successful hit, the target must make a con save against your spell save DC or be blinded for 1 minute.
Explosive Amunition
This ammunition creates a small explosion once it hits a target. Each creature within 10' of the target must make a Dexterity saving throw based on your spell save DC or take 1d6 per proficiency bonus force damage.
Lacerating Bullet
This is a vicious looking bullet, with barbs and hooks. Reduce the targets speed by 10. If they move, for each 5 feet they move they take 1d4 damage. At the end of each of their turns they make a wisdom save against your spell save DC to staunch the bleeding.
Penetrating Ammunition
This shell is long and thin, designed to penetrate through any target and proceed in a straight line. Each target it goes through reduces its to hit by 2. If you rolled a 18 with +7 to hit, it would be 25 to 1st target, 23 to 2nd, 21 to 3rd and so on.
Tracking Shot
This is a very small bullet and has arcane energy infused into it, allowing the Arcane Sniper to know the distance to the bullet. The creature can not hide from the Arcane Sniper through magic or stealth. This will allow you to track the target for 8 hours.
Brains over Brawn
Sure, you can overpower your foe, or our maneuver them. But the Gunsmith outsmarts them. The distance, wind, air pressure, all variables in your calculation of precise attacks. When you attack with a firearm, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.
Extra Attack
5th-level Arcane Sniper feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Scoping out your enemy
9th-level Arcane Sniper feature
Through the use of your bonus action, you peer through your scope to study the nature of your target. You are able to ascertain specific details about your target as it fights (this can only be performed during combat, or pointing your gun at someone will begin combat). You may learn one of the following:
1. Any resistances
2. Any vulnerabilities
3. Highest saving throw
4. Lowest saving throw
A perception check with a DC of 14-20 will provide any one detail, a DC of 21+ you learn 2 details, and a natural 20 results in you getting a complete read on this target, learning all 4.
Ruthless blast
15th-level Sniper feature
Your focus and aim have reached their apex. Your firearm now crits on a 19-20, and whenever you hit a foe with a critical hit, you regain one use of your Special Ammunition.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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5/31/2023 1:46:05 PM
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58
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26
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Coming Soon
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