Artificer
Base Class: Artificer

level 3 feature:  gunner

you can use 1 magical infuse(or plan in the now artificer) to make a item or an object into a gun you roll a 1d4 for bullet capasity and a 1d20+5 for durability you use a bonus or action to reload 1d2 ( or flip a coin) bullets back and use 1 durability for each shot and you shot as an aciton or bonus action. There is 4 types of guns you can make 

  1. rifle type .  most simple one you select a target deal 1d8 damege if you roll nat 20 you head shot and deal 10 more damege whit  range of your level+ int modifier+35 ft 
  2. shotgun type . you a in a 90 degree cone  20ft + int modifier in radius and deal 2d8+5 - how far the target in ft 
  3. syring gun . you  shoot the target whit a syringe and it heals 1d10 whit the range of your level+ int modifier ft 
  4. charged type. you use multipel bullets and deal 1d10 damege for every bullet you use. You can only insert one shell at a time , every bullet used  in the charge  will count as two shoots(from point of durability )and have to use a full action to insert each shell . same range rules as rifle

You can made then "1 handed" which halfes range rounded down  and every d8 (rifle,shotgun) becomes d6 and d10's(syring,charged) become d8-1 , crit ignores damege penalty ,they can be hided in hand , shot as reaction action and can be dual wielded.

upon reaching level 5, 9, 10, 12, 15 , 17, 20.  you add a +2 to bullet capasity ,1d8 to durabilty ,1d4 to damege(heal for syring) of the weapons and 5 ft to range of them . 

you can made bullets whit the same way you made guns (magical  thinkering[1 bullet]) but you can get them every short and long rest , short gives you bullets equal to your int modifier + your level , long rest gives you  1d8 more bullets then a short rest .  In levels 4, 8 ,9,11, 14 ,16,19 you can make 2 more bullets in a action

you can repair a selected gun fully in a long rest , 1d20-5 the durability for short rest and 1d4 durability in full action you add a d4 to these rolls same levels you upgrade how much bullets you can make...

level 5 feature: modifier master

.you have mastered the fire arm making , now you can improve them as well you use infuse casting(replicate magic item on new artificier) on a gun to make a modification for gun for max of 2. There is 7 modifications  you can chose from

  1. binoculars(2 infusement/plans). You add a binocular ,adding  your int modifier and your level to range (ft) and +2 to hit roll but need to take aim as a action which reduce your movement in half if gun one hand held then you can aim as reaction
  2. bayonet (1 infusement/plan). swing the gun deal 1d10+10 damege (reach 2 ft) . damege is 1d8+8 if the gun one hand held
  3. clip(1 infusement/plan). use d8 instead of d2 when loading bullets 
  4. cooker (3 infusement/plans). add d6 fire damege cost of +1 durability use when fireing
  5. freezer(3 infusement/plans). add d6 cold/ice damege cost of +1 durability use when fireing
  6. lantern light(1 infusement/plan). shines light in 25ft radius area.
  7. shield(2 infusement/plan). you take half the damege rounded down but you have to take a action to set it up and every hit takes away from durability  of the gun . durability takes quarter of the orginal damege . if gun is one hand held then it whill take the half orginal damege and can be set upped as reaction or bonus action

level 9 feature: gun skills

because of you frequent  use of gun you developed diffirent skills

  1. quick draw: if gun is one hand held, when shoting as a reaction you can add +3 to hit or use multipel bullets whit -1 to hit (you cant use 2nd option if gun is charced)
  2. focus: 6 times a short 15 times a long rest you can "focus"  on one of the following to add +2  : Perception, Investigation, Sleight of Hand, Stealth checks and hit rolls
  3. gun-timidation : fire a warning shot  , you roll normaly like you shoot normaly but it will miss regardless if you fail or succeed , on fail nothing happens , if you succeed then every person who seed the shot  and near the shot by 10 ft then you Frighten them until end of your next  turn . if you are useing a charged gun  you have advantege on the hit roll which also applies to a shotgun type if a person is on the shot radius if its syring type gun your roll whit disadvantege

level 15 feature: master engineering

    

 once a long rest you can select a gun(2 max) of your choice to make them "master level work" in which gave it the following bennefits

  • it maxs the guns durability and max durability 
  • +1 to hit rolls 
  • gun can have one more modification
  • add your INT stat time 2 to range as ft
  • when reloading you can use boht  action and bonus action to fully reload it

you can lift away the "master level work" of any item any time 

Comments

Posts Quoted:
Reply
Clear All Quotes