So, I have been spending a fair amount of time designing homebrew subclasses over the last few months, and this is one of my newest creations for the Artificer: The Gunsmith.
My philosophy for designing this was that I wanted to give Artificers something to do with their spell slots, while also attacking with magical weapons. The way I see the standard Artificer subclasses, they all (with exception of the Alchemist) give the artificer some weapon or device to attack with. This looks good on paper, but I've been playing an Armorer in a campaign for about a year now, and I've realized that if I use the attacks the subclass gives me, then I'm not really casting many spells. I would end the day with most of my spell slots remaining, which doesn't feel right to me. This subclass is a result of that thinking, where I want to give Artificers a way to burn their spell slots, but still have a cool weapon.
To those of you who might recognize some of these features, yes, I did take a lot of inspiration from the Arcane Archer and the Gunslinger. I really liked their character fantasies, and wanted to bring them to one of my favorite classes.
Without further ado, here it is:
Artificer Specialist: The Gunsmith
Tools of the Trade 3rd-level Gunsmith feature You gain proficiency with smith’s tools or woodcarver's tools (your choice). If you already have both of these proficiencies, 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.
Spellshot Blaster 3rd-level Gunsmith feature You know how to channel your arcane power through a certain object to make it your Spellshot Blaster. When you finish a long rest, you can use smith's or woodcarver's tools to imbue raw arcane magic into any tiny or small non-magical object, and make it your Spellshot Blaster. You can use your Spellshot Blaster as an arcane focus for your Artificer spells. You can also use one of your infusions on your Spellshot Blaster. You can only have 1 Spellshot Blaster at a time. If you try to make another one, the old one falls into disrepair.
Your Spellshot Blaster also counts as a magical, simple, and ranged (60/120) weapon in which you are proficient. It uses your Intelligence modifier for attack and damage roles, and deals 1d8 force damage on a hit.
Spellshot Surge 3rd-level Gunsmith feature You've learned how to unleash special magical effects with some of your shots. When you gain this feature, you learn Spellshot Smite, and two other Spellshot Surge options of your choice (see “Spellshot Surge Options” below).
Once per turn when you fire a shot from your Spellshot Blaster as part of the Attack action, you can apply one of your Spellshot Surge options to that shot. You decide to use the option when the shot hits a creature, unless the option doesn’t involve an attack roll. Each Spellshot Surge has a Surge Point cost, which is what fuels these special attacks. You have a number of Surge Points equal to your Intelligence modifier and regain all expended points at the end of a long rest. You can spend a number of Surge Points in a single turn equal to your Proficiency Bonus.
Additionally, you may expend one or more unused spell slots instead of using Surge Points to fuel a Spellshot Surge. You may also use a combonation of both spell slots and Surge Points if you wish. Each spell slot is worth a number of Surge Points equal to the spell slot's level.
You gain an additional Spellshot Surge option of your choice when you reach 5th, 9th, and 15th level. Whenever you finish a long rest, you can replace one or more Spellshot Surge you know with a different one.
Extra Attack 5th-level Gunsmith feature You can attack twice, rather than once, whenever you take the Attack action on your turn.
Bouncing Shot 9th-level Gunsmith feature You learn how to direct an errant shot toward a new target. When you make an attack roll with your Spellshot Blaster and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
Elite Marksmanship 15th level Gunsmith feature Your Spellshot Blaster now scores a critical hit on an attack roll of 19 or 20, and you gain a Surge Point every time you land a critical hit with your Spellshot Blaster.
Spellshot Surge Options The Spellshot Surge feature lets you choose options for it at certain levels. The options are presented here. They are all considered magical effects. If a Spellshot Surge option requires a saving throw, it uses your Artificer spell save DC.
Disarming Shot 2 Surge Points Your shot is extra impactful, with the potential to blast an object from a creature's hands. It takes an additional 1d4 force damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed up to 10 feet away from them.
Energy-Siphoning Shot 1 Surge Point Your shot siphons off a bit of your target's energy. Roll a d4. The target takes additional force damage equal to the number rolled. They must also make a Wisdom saving throw. On a failure, the target's AC is reduced by the number rolled, and their movement speed is reduced by 10ft. Your AC increases by the number rolled, and your movement speed increases by 10ft. These effects last until the end of your next turn.
Forceful Shot 1 or more Surge Points Your shot carries a large amount of impactful arcane energy. For each Surge Point spent, the target takes an additional 1d4 force damage, and is pushed back up to 10 feet away from you in a straight line.
Homing Shot 1 Surge Point Your shot uses arcane magic to track its opponent. When you make a Spellshot Blaster attack against a creature, you can gain advantage on that attack roll (you choose to do this after you learn the result of the roll).
Phasing Shot 1 Surge Point Your shot phases with magic, allowing it to travel through solid objects. When you use this option, you don’t make an attack roll for the attack. Instead, the shot shoots forward in a line, which is 1 foot wide and 60 feet long. The shot passes harmlessly through objects, ignoring cover.
Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the shot, plus 1d4 force damage. On a successful save, a target takes half as much damage.
Spellshot Smite 1 or more Surge Points Your shot becomes infused with untamed arcane power. For each Surge Point spent, the attack deals an extra 1d8 force damage.
Toxic Shot 3 Surge Points Your shot is loaded with toxic magic. The target takes an extra 2d6 poison damage. At the beginning of each of its turns, it must make a Constitution saving throw. On a failure, it takes another 2d6 poison damage. On a success, it takes no extra damage, but it doesn't get rid of the condition. The toxin lasts for 1 minute or until you use this Spellshot Surge again.
Vampiric Shot 2 Surge Points Your shot is infused with necromancy magic. You heal for half the amount of damage done to the target (rounded up).
Wild Shot 1 Surge Point Your shot is infused with wild magic. Roll on the Sorcerer's Wild Magic Surge table to create a magical effect.
I would appreciate any feedback you might have! Thanks!
I see your point with the Energy Siphoning shot, and I'll make some adjustments.
In response to your point about combining some of the Spellshot Surges, I want to make one thing clear. On that feature, it says that you can only ever use one surge per turn, so you cannot combine all those effects.
I know wild magic wasn't very good, but one of my players wanted to playtest this subclass, and she really enjoyed it, so I kept it there as more of a fun factor. Perhaps I could buff it by allowing you to use that option with other ones on the same attack.
You're fine! I had a few people read over my homebrew, and they also all missed the fact that you can only do one per turn, suggesting that I need to be a little clearer in my writing.
The number of SPs you get naturally equals your Intelligence modifier, so it would be 4 per long rest more the bulk of the game.
I think that I would like to see a second take on the Gunsmith Spells. As it stands they're all damage dealing spells... but every other aspect of this class is encouraging you to use your action each turn to Attack, with spell slots reserved for Spellshot Surges. Not that there shouldn't be any attack spells, but I would like to see some utility spells included... stuff that would benefit a ranged combatant. Maybe Spider-Climb to make it easy to get into a sniping position, or Compelled Duel to force an enemy into a classic showdown.
So, I have been spending a fair amount of time designing homebrew subclasses over the last few months, and this is one of my newest creations for the Artificer: The Gunsmith.
My philosophy for designing this was that I wanted to give Artificers something to do with their spell slots, while also attacking with magical weapons. The way I see the standard Artificer subclasses, they all (with exception of the Alchemist) give the artificer some weapon or device to attack with. This looks good on paper, but I've been playing an Armorer in a campaign for about a year now, and I've realized that if I use the attacks the subclass gives me, then I'm not really casting many spells. I would end the day with most of my spell slots remaining, which doesn't feel right to me. This subclass is a result of that thinking, where I want to give Artificers a way to burn their spell slots, but still have a cool weapon.
To those of you who might recognize some of these features, yes, I did take a lot of inspiration from the Arcane Archer and the Gunslinger. I really liked their character fantasies, and wanted to bring them to one of my favorite classes.
Without further ado, here it is:
Artificer Specialist: The Gunsmith
Tools of the Trade
3rd-level Gunsmith feature
You gain proficiency with smith’s tools or woodcarver's tools (your choice). If you already have both of these proficiencies, 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 | Spells
| 3rd | magic missile, hail of thorns |
| 5th | shatter, scorching ray |
| 9th | conjure barrage, lightning bolt |
| 13th | ice storm, vitriolic sphere |
| 17th | conjure volley, destructive wave |
Spellshot Blaster
3rd-level Gunsmith feature
You know how to channel your arcane power through a certain object to make it your Spellshot Blaster. When you finish a long rest, you can use smith's or woodcarver's tools to imbue raw arcane magic into any tiny or small non-magical object, and make it your Spellshot Blaster.
You can use your Spellshot Blaster as an arcane focus for your Artificer spells. You can also use one of your infusions on your Spellshot Blaster. You can only have 1 Spellshot Blaster at a time. If you try to make another one, the old one falls into disrepair.
Your Spellshot Blaster also counts as a magical, simple, and ranged (60/120) weapon in which you are proficient. It uses your Intelligence modifier for attack and damage roles, and deals 1d8 force damage on a hit.
Spellshot Surge
3rd-level Gunsmith feature
You've learned how to unleash special magical effects with some of your shots. When you gain this feature, you learn Spellshot Smite, and two other Spellshot Surge options of your choice (see “Spellshot Surge Options” below).
Once per turn when you fire a shot from your Spellshot Blaster as part of the Attack action, you can apply one of your Spellshot Surge options to that shot. You decide to use the option when the shot hits a creature, unless the option doesn’t involve an attack roll. Each Spellshot Surge has a Surge Point cost, which is what fuels these special attacks. You have a number of Surge Points equal to your Intelligence modifier and regain all expended points at the end of a long rest. You can spend a number of Surge Points in a single turn equal to your Proficiency Bonus.
Additionally, you may expend one or more unused spell slots instead of using Surge Points to fuel a Spellshot Surge. You may also use a combonation of both spell slots and Surge Points if you wish. Each spell slot is worth a number of Surge Points equal to the spell slot's level.
You gain an additional Spellshot Surge option of your choice when you reach 5th, 9th, and 15th level. Whenever you finish a long rest, you can replace one or more Spellshot Surge you know with a different one.
Extra Attack
5th-level Gunsmith feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Bouncing Shot
9th-level Gunsmith feature
You learn how to direct an errant shot toward a new target. When you make an attack roll with your Spellshot Blaster and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
Elite Marksmanship
15th level Gunsmith feature
Your Spellshot Blaster now scores a critical hit on an attack roll of 19 or 20, and you gain a Surge Point every time you land a critical hit with your Spellshot Blaster.
Spellshot Surge Options
The Spellshot Surge feature lets you choose options for it at certain levels. The options are presented here. They are all considered magical effects.
If a Spellshot Surge option requires a saving throw, it uses your Artificer spell save DC.
Disarming Shot
2 Surge Points
Your shot is extra impactful, with the potential to blast an object from a creature's hands. It takes an additional 1d4 force damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed up to 10 feet away from them.
Energy-Siphoning Shot
1 Surge Point
Your shot siphons off a bit of your target's energy. Roll a d4. The target takes additional force damage equal to the number rolled. They must also make a Wisdom saving throw. On a failure, the target's AC is reduced by the number rolled, and their movement speed is reduced by 10ft. Your AC increases by the number rolled, and your movement speed increases by 10ft. These effects last until the end of your next turn.
Forceful Shot
1 or more Surge Points
Your shot carries a large amount of impactful arcane energy. For each Surge Point spent, the target takes an additional 1d4 force damage, and is pushed back up to 10 feet away from you in a straight line.
Homing Shot
1 Surge Point
Your shot uses arcane magic to track its opponent. When you make a Spellshot Blaster attack against a creature, you can gain advantage on that attack roll (you choose to do this after you learn the result of the roll).
Phasing Shot
1 Surge Point
Your shot phases with magic, allowing it to travel through solid objects. When you use this option, you don’t make an attack roll for the attack. Instead, the shot shoots forward in a line, which is 1 foot wide and 60 feet long. The shot passes harmlessly through objects, ignoring cover.
Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the shot, plus 1d4 force damage. On a successful save, a target takes half as much damage.
Spellshot Smite
1 or more Surge Points
Your shot becomes infused with untamed arcane power. For each Surge Point spent, the attack deals an extra 1d8 force damage.
Toxic Shot
3 Surge Points
Your shot is loaded with toxic magic. The target takes an extra 2d6 poison damage. At the beginning of each of its turns, it must make a Constitution saving throw. On a failure, it takes another 2d6 poison damage. On a success, it takes no extra damage, but it doesn't get rid of the condition. The toxin lasts for 1 minute or until you use this Spellshot Surge again.
Vampiric Shot
2 Surge Points
Your shot is infused with necromancy magic. You heal for half the amount of damage done to the target (rounded up).
Wild Shot
1 Surge Point
Your shot is infused with wild magic. Roll on the Sorcerer's Wild Magic Surge table to create a magical effect.
I would appreciate any feedback you might have! Thanks!
I see your point with the Energy Siphoning shot, and I'll make some adjustments.
In response to your point about combining some of the Spellshot Surges, I want to make one thing clear. On that feature, it says that you can only ever use one surge per turn, so you cannot combine all those effects.
I know wild magic wasn't very good, but one of my players wanted to playtest this subclass, and she really enjoyed it, so I kept it there as more of a fun factor. Perhaps I could buff it by allowing you to use that option with other ones on the same attack.
Thanks for the feedback!
You're fine! I had a few people read over my homebrew, and they also all missed the fact that you can only do one per turn, suggesting that I need to be a little clearer in my writing.
The number of SPs you get naturally equals your Intelligence modifier, so it would be 4 per long rest more the bulk of the game.
8/10c this is solid so far with little room for improvement, thematically very fun.
I didn’t see what you did there.
I think that I would like to see a second take on the Gunsmith Spells. As it stands they're all damage dealing spells... but every other aspect of this class is encouraging you to use your action each turn to Attack, with spell slots reserved for Spellshot Surges. Not that there shouldn't be any attack spells, but I would like to see some utility spells included... stuff that would benefit a ranged combatant. Maybe Spider-Climb to make it easy to get into a sniping position, or Compelled Duel to force an enemy into a classic showdown.
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