Ok, this is just for fun and I am well aware none would make this change.
For the gun smith, instead of getting new attacks, you should be able to customize the weapon its self. Similar to the eldritch invocations, every couple of levels you gain a new part for your gun, like a scope that extends range, or a for-grip that adds +1 to hit. And during major major levels like 9 or 14, you should have a choice between an automatic receiver, 4d4 damage, or a canon receiver, 2d10. Some of the special attacks should still be implemented, but tone down the dice progression, 9d6 on weapon is way too powerful, even at 19. Thoughts? Possible attachment ideas?
While I am no expert on the Artificer/Gusmith, I think this would be a neat idea, even worthy of a completely new class. Reading your idea it would indeed play a lot on the same mechanic as the Warlock Invocations, but from a different standpoint, making it interesting and new by its own right.
These modifications could even go as far as, imho, allowing a certain number of rounds to do different types of damage, or decrease the reload time of the gun, granting a ricochet shot or the like, but everything modular and to the desire of the player as the Invocations are for a Warlock. It could even probably BE a Warlock Subclass, where the patron is a sentient mechanical being inferring the knowledge to create, maintain and modify such complex constructs as guns, and with its own plethora of Invocation to accompany it.
But I am going off-road I am afraid... To resume: I think the idea is extremely interesting, and I'd love to see what types of modification you would come up with :)
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
It's a very interesting idea, however I don't think it's a great idea to base an entire class and all its features off of a single item. It's kinda like the School of Invention for the Wizard in Unearthed Arcana. Though the Arcanomechanical Armor feature is not as prominent as you want the gun to be in the gun smith class, this is kind of a good thing; if you take away the Armor, the Wizard is still a Wizard. I don't think it's appealing to a player to have their character basically be the gun and not the gun wielder, if you know what I mean.
Perhaps a Gunslinger Class (or subclass for rogue/fighter) is a better idea, having Gun Smith features. It could give access to altering a firearm to basically do some upgrades to a gun or the ammo. If the fancy shooting like ricochet shots are done by the character himself it makes the character feel more special. Also if the character has features outside of the gun (like a Rogue's Cunning Action, Sneak Attack or the like) the class won't feel as useless should his gun(s) be taken from him. So I think a Subclass is a better idea :)
easyly detachable is an improvement you can only take when you make your weapon it would hike up the misfire bonus but by choosing this for the weapon segments the gun into three parts handle chamber and barrel it allows you to create new/different parts for your weapon it would also decrease the cost for repairing the weapon as you only need to fix one part
if you take the easily detachable feat for your weapon you could add these feats
one shot state by removing the barrel you have a weapon with only one purpose fire fast and fire strong by taking this you gain the following
your ammo is limited to 1 at a time
your die type is now 2d12 and increases by 1d12 if you are adjacent to the creature
your misfire score goes up to 5 (unless higher) this cannot be reduced but it can be increased
your weapon can be reloaded as a bonus action (if you have lightning quickness you can reload once for free
your range incriment is 30ft short 60 ft long
after 5 shots it starts to overheat and cannot be used that round and anyone in contact with the weapon takes 1d12 fire damage
if you missfire with this weapon you take 1d10 fire damage
the ankle biter (requirement must be able to make 1 trick shot)
this weapon shears the bullet as it leaves
the misfire rate increases by 2
if you misfire your barrel is the part that takes the hit making it impossible to fire without permanently destroying the barrel and if you do all attacks using the weapon until it is fixed are made with disadvantage
if you make a called shot forcing a saving throw the save is made at disadvantage
your damage is increased by 2 slashing damage
if you make a leg shot the bullets serrated edges the affected creatures movement speed is reduced to 0 for the next round
if you make a wing shot you shread the wing and instead of plummeting 20 ft they are subject to falling rules.
macarbre magical machine (coats bullet chamber)
your misfire rate is increased by 2 per bonus of magical enchantment level
when you misfire roll on the wild magic table
this coating can take 2 misfires before dissipating
this weapon is magical in terms of overcoming resistance
you can only increase the magical enchantment to a maximum of +3
bayonette bullet (you have a gun blade)
your misfire score increases by 2 as you replace the barrel with a sword like appendage
if you missfire the blades damage is reduced to 1d6 until fixed
your weapon now only take small small bullets reducing the damage to 1d6 of your
your weapon can make a melee attack with the damage of 1d8
your weapon gains the light and finesse property when using the melee portion of your weapon
the blade portion can be enchanted as per magical enchantment
if you shoot then strike a creature with the blade portion of your weapon the damage is increased by 1d6 fire damage per shot fired as the heat from the barrel increases the intensity of the blade causing it to glow red hot this damage can be increased to 3d6 fire damage
So I had a simmilar idea a while ago. I tied the idea to the Wondrous Invention mechanic giving gun-smiths the alternative of beefing up EITHER their guns OR their Golems (once they have them) and giving them extra slots so that they didn't have to choose between the base class and the homebrew. This is also nice because, IMO the Wonderous Invention mechanic feels oddly disconnected from the class. This way, your character feels like an obsessed tinkerer; Always working on something.
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Ok, this is just for fun and I am well aware none would make this change.
For the gun smith, instead of getting new attacks, you should be able to customize the weapon its self. Similar to the eldritch invocations, every couple of levels you gain a new part for your gun, like a scope that extends range, or a for-grip that adds +1 to hit. And during major major levels like 9 or 14, you should have a choice between an automatic receiver, 4d4 damage, or a canon receiver, 2d10. Some of the special attacks should still be implemented, but tone down the dice progression, 9d6 on weapon is way too powerful, even at 19. Thoughts? Possible attachment ideas?
Hi Capstorm o/
While I am no expert on the Artificer/Gusmith, I think this would be a neat idea, even worthy of a completely new class.
Reading your idea it would indeed play a lot on the same mechanic as the Warlock Invocations, but from a different standpoint, making it interesting and new by its own right.
These modifications could even go as far as, imho, allowing a certain number of rounds to do different types of damage, or decrease the reload time of the gun, granting a ricochet shot or the like, but everything modular and to the desire of the player as the Invocations are for a Warlock.
It could even probably BE a Warlock Subclass, where the patron is a sentient mechanical being inferring the knowledge to create, maintain and modify such complex constructs as guns, and with its own plethora of Invocation to accompany it.
But I am going off-road I am afraid... To resume: I think the idea is extremely interesting, and I'd love to see what types of modification you would come up with :)
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
It's a very interesting idea, however I don't think it's a great idea to base an entire class and all its features off of a single item. It's kinda like the School of Invention for the Wizard in Unearthed Arcana. Though the Arcanomechanical Armor feature is not as prominent as you want the gun to be in the gun smith class, this is kind of a good thing; if you take away the Armor, the Wizard is still a Wizard. I don't think it's appealing to a player to have their character basically be the gun and not the gun wielder, if you know what I mean.
Perhaps a Gunslinger Class (or subclass for rogue/fighter) is a better idea, having Gun Smith features. It could give access to altering a firearm to basically do some upgrades to a gun or the ammo. If the fancy shooting like ricochet shots are done by the character himself it makes the character feel more special. Also if the character has features outside of the gun (like a Rogue's Cunning Action, Sneak Attack or the like) the class won't feel as useless should his gun(s) be taken from him. So I think a Subclass is a better idea :)
Hope this helps
Subclass: Dwarven Defender - Dragonborn Paragon
Feats: Artificer Apprentice
Monsters: Sheep - Spellbreaker Warforged Titan
Magic Items: Whipier - Ring of Secret Storage - Collar of the Guardian
Monster template: Skeletal Creature
ideas for attachments
easyly detachable is an improvement you can only take when you make your weapon it would hike up the misfire bonus but by choosing this for the weapon segments the gun into three parts handle chamber and barrel it allows you to create new/different parts for your weapon it would also decrease the cost for repairing the weapon as you only need to fix one part
if you take the easily detachable feat for your weapon you could add these feats
one shot state by removing the barrel you have a weapon with only one purpose fire fast and fire strong by taking this you gain the following
the ankle biter (requirement must be able to make 1 trick shot)
this weapon shears the bullet as it leaves
macarbre magical machine (coats bullet chamber)
bayonette bullet (you have a gun blade)
So I had a simmilar idea a while ago. I tied the idea to the Wondrous Invention mechanic giving gun-smiths the alternative of beefing up EITHER their guns OR their Golems (once they have them) and giving them extra slots so that they didn't have to choose between the base class and the homebrew. This is also nice because, IMO the Wonderous Invention mechanic feels oddly disconnected from the class. This way, your character feels like an obsessed tinkerer; Always working on something.