So as the name mentioned I'm strongly thinking of playing Fighter(GS)X/Artificer 2 and have a question on how infusions might react to firearms? Manly how repeating shot would interact but any helpful advise about the multiclass will be helpful. My friends and I are about to go delving thru Watersdeep, No spoilers please, and our DM has given their blessing to CR items. So thanks for your time and see y'all around.
The way I’m reading it, repeating shot would not interact with the guns (assuming you are using the guns listed in the subclass description). Repeating shot applies to weapons with the ammunition property, and those guns don’t have that property. They have reload. So you have to follow those rules for reloading and for crafting ammunition.
You could always go with the simple, make it a +1 weapon. It’s reliable, and finding a magical gun in game will be entirely dependent on your DM. So giving yourself that bonus, if only to overcome resistances will be very useful.
However, the guns listed as optional weapons in the DMG do have the ammunition property, so you’ll need to clarify which you’re using.
thats what i was reading but i thought that i might have missed something subtle in one or the other. I was going to pick the +1 to armor, magic item sub, magic familiar and repeating shot(if it worked). I can replace with the +1 weapon easily and thanks.
Xalthu's correct that repeating shot does not work with the exandrian firearms.
If you want to use the firearms from the Dungeon Master's Guide you may be better off playing a different Fighter sub-class, as the Critical Role Gunslinger is tied to some of the exandrian firearm mechanics, including misfire which I personally find more annoying than immersive, and can slow the game down. Battle Master works really well with ranged weapons, and has a lot of the same effects in its manoeuvres (plus they're more powerful overall), so as long as you have firearm proficiency from your DM, it works just fine.
Alternatively you could use a homebrew sub-class that adapts Gunslinger to use DMG firearms instead; there are loads of options in homebrew, but I made one, though I went completely insane when it came to building the crafting/upgrades section, but I've been enjoying playing with it on a character of mine.
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So as the name mentioned I'm strongly thinking of playing Fighter(GS)X/Artificer 2 and have a question on how infusions might react to firearms? Manly how repeating shot would interact but any helpful advise about the multiclass will be helpful. My friends and I are about to go delving thru Watersdeep, No spoilers please, and our DM has given their blessing to CR items. So thanks for your time and see y'all around.
The way I’m reading it, repeating shot would not interact with the guns (assuming you are using the guns listed in the subclass description). Repeating shot applies to weapons with the ammunition property, and those guns don’t have that property. They have reload. So you have to follow those rules for reloading and for crafting ammunition.
You could always go with the simple, make it a +1 weapon. It’s reliable, and finding a magical gun in game will be entirely dependent on your DM. So giving yourself that bonus, if only to overcome resistances will be very useful.
However, the guns listed as optional weapons in the DMG do have the ammunition property, so you’ll need to clarify which you’re using.
thats what i was reading but i thought that i might have missed something subtle in one or the other. I was going to pick the +1 to armor, magic item sub, magic familiar and repeating shot(if it worked). I can replace with the +1 weapon easily and thanks.
Xalthu's correct that repeating shot does not work with the exandrian firearms.
If you want to use the firearms from the Dungeon Master's Guide you may be better off playing a different Fighter sub-class, as the Critical Role Gunslinger is tied to some of the exandrian firearm mechanics, including misfire which I personally find more annoying than immersive, and can slow the game down. Battle Master works really well with ranged weapons, and has a lot of the same effects in its manoeuvres (plus they're more powerful overall), so as long as you have firearm proficiency from your DM, it works just fine.
Alternatively you could use a homebrew sub-class that adapts Gunslinger to use DMG firearms instead; there are loads of options in homebrew, but I made one, though I went completely insane when it came to building the crafting/upgrades section, but I've been enjoying playing with it on a character of mine.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.