Artificer
Base Class: Artificer

An artisan dealing in single target weaponry, the Gunsmith prefers to deal with problematic singular foes over hordes at once, providing a balance between support and offense by being able to create Ammunition Crates and adding extra effects to empower their own and their allies' ranged weaponry. Through this, the Gunsmith can often be a very powerful offensive support addition to any party, and while few exist, the few that do are very much capable in their trade, and welcome challenge as if it were just another gun to build.

Tool Proficiency

3rd-level Gunsmith 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.

Gunsmith Spells

3rd-level Gunsmith feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Gunsmith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Gunsmith Spells

Artificer Level Spell

3rd

shield, magic missile

5th

scorching ray, see invisibility

9th

fireball, blink

13th

dimension door, polymorph

17th

immolation, cloudkill

Arcane Ammo Crate

3rd-level Gunsmith feature

You've learned how to create a magical Ammunition Crate. Using tinker’s tools or smith’s tools, you can take an action to magically create a Small Ammunition Crate in an unoccupied space on a horizontal surface within 5 feet of you. A Small Ammunition Crate occupies its space. Upon Creation, Roll [roll]1d6[/roll] + your INT Modifier, the Ammunition Crate holds that number of unique Ammunition Types (As selected from the Ammunition Table present in the Dungeon Master's Guide), and it holds 20 of each.

Once you create a Ammunition Crate, you can’t do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one Ammunition Crate at a time and can’t create one while your Ammunition Crate is present.

The Ammunition Crate is a magical object. Regardless of size, the Ammunition Crate has an AC of 14 and a number of hit points equal to four times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.

When the Ammunition Crate Reaches 0 hit points, all creatures within a 30ft Radius must roll a DEX Save (DC is equal to your Spell Save DC). On a failed save, the creature takes 4d8 Fire Damage, and is pushed back 10ft. On a successful save, the creature takes 2d8 Fire Damage.

When you create the Ammunition Crate, you determine its appearance and whether it has legs. On each of your turns, you can take a bonus action to direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs. On each of your turns, as an action, you can command the Ammunition Crate to self-destruct, bringing itself to 0 hit points.

Ammunition Imbuing

5th-level Gunsmith feature

You know how Ammunition works, and you can go beyond the common 'Poison-Tip' and 'Extra-Sharp' ammunition, to more arcane solutions, beyond what the common solutions usually entail.

When you finish a long rest, you can choose a 5 rounds of ammunition, and imbue it with Fire, Acid, Poison, Cold, Lightning, Psychic, Force, or Thunder Elements. The ammunition, upon successfully hitting a creature, will deal an extra 2d4 damage of the chosen damage type.

These effects last until you next take a long rest.

This damage scales as you level up, 4d4 at Level 10, 6d4 at Level 15, and 8d4 at Level 20.

Expanded Gunsmithing

9th-level Gunsmith feature

You have opened your mind to more alternative and extensive techniques of Gunsmithing. As a result, guns constructed by you, and guns you have been accustomed to feel like an extension of your very being, both in combat and out of it:

  • You deal an extra 2d6 damage with all firearms you have spent more than 1 month with, or a firearm you have created.
  • When you're building a firearm, add double your proficiency bonus to all rolls involving its creation.

Master Gunsmith

15th-level Gunsmith feature

You’re a master at forming Firearm Modifications on the fly, being able to quickly add modifications to improve yours or others ranged weapons in the blink of an eye. As a bonus action, you can roll 1d6, and form an arcane modification that you can apply to yourself or an ally within 60 feet:

d6 Effect

1

Arcane Scope. Gain advantage on hit rolls with this weapon.

2

Duplicator. Roll double the number of damage dice you would for this weapon

3

Fiendish Barrel. Add 2d12 Necrotic Damage to the damage roll of this weapon.

4

Empowered Firing Mechanism. The range for this weapon is doubled, and it ignores cover.

5

Hair Pull Trigger. This weapon can be fired as a bonus action, but remove the DEX modifier from 'To Hit' and Damage Rolls.

6

Holy Barrel. Add 2d12 Radiant Damage to the damage roll of this weapon.

 

Once you use this feature, you may not do so again until you finish a short or long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
1/22/2023 12:17:06 AM
3
0
--
Coming Soon
2/6/2024 4:45:03 PM
23
3
2
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes