I wanted to make a Artificer subclass that had a focus on firearms, since I think it would be quite a good fit.
It is rather simmilar to the Battle Smith but with a focus on ranged damage than melee tankieness.
So without further a do
The Powdermage
Tools of Trade
By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools. You gain advantage on your roll using Tinkers Tools.
Crafting. If you craft a magic item in the firearm or bullet category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
Battle Smith Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Powdermage Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
When you attack with a magic firearm, you can use your Intelligence modifier instead of Dexterity, for the attack and damage rolls.
When using a magic firearm as focus your spells that have at least 30ft range have +30ft of range
Every spell that require ranged attacks and Ammunition, can be used with firearms and bullets.
Mechanical Hunter
By 3rd level, the tinkering in your free time has borne you a faithful companion, a mechanical hunter. This metallic creature resembles a hound, shark or a bird of prey of your choice and is powered by blackpowder. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the iron defender stat block.
In combat, the mechanical hunter shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, or Help action.
If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your tinker’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The mechanical hunter returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new mechanical hunter if you have your tinker’s tools with you. When you create it you decide if it has 15 ft and 30 ft flying speed of 40 ft. speed or 50 swimming. If you already have a mechanical hunter from this feature, the first one immediately perishes.
Statblock Mechanical Hunter. Hit Points equal to four times your level in this class + your intelligence modifier + the iron defender's Constitution modifier
Advanced Magical Gunsmithing
Starting at 6th level, if you use a Firearm as a spellcasting focus you can make a ranged attack after you cast a leveled spell.
Whenever a magical firearm misfires, the magical force bursting out of it still harms the target. It must make a Dexterity saving throw taking 2d10 force damage half on successful save.
Magical Automation
Magical Automation
Starting at 14th level, you can reload a magical firearm as a Bonus Action a number of times up to your Intelligence Modifier. You regain all expended uses of this feature when you finish a long rest.
You can also Repair magical Firearms as a Bonus Action.
The Mechanical Hunter gains 10 ft bonus movement speed on all its movement speeds.
There are no magic Firearms as of yet exept for standard +1,2 and 3 but you can get just as creative as with any other weapon.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I wanted to make a Artificer subclass that had a focus on firearms, since I think it would be quite a good fit.
It is rather simmilar to the Battle Smith but with a focus on ranged damage than melee tankieness.
So without further a do
The Powdermage
Tools of Trade
By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools. You gain advantage on your roll using Tinkers Tools.
Crafting. If you craft a magic item in the firearm or bullet category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
Battle Smith Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Powdermage Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
3rd
Guiding Bolt, [Tooltip Not Found]
5th
Cordon of Arrows, Heat Metal
9th
Flame Arrows, Lightning Arrow
13th
Vitriolic Sphere, Fire Shield
17th
Swift Quiver, Conjure Volley
Gun Expert
At 3rd level you gain following benefits
Mechanical Hunter
By 3rd level, the tinkering in your free time has borne you a faithful companion, a mechanical hunter. This metallic creature resembles a hound, shark or a bird of prey of your choice and is powered by blackpowder. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the iron defender stat block.
In combat, the mechanical hunter shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, or Help action.
If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your tinker’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The mechanical hunter returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new mechanical hunter if you have your tinker’s tools with you. When you create it you decide if it has 15 ft and 30 ft flying speed of 40 ft. speed or 50 swimming. If you already have a mechanical hunter from this feature, the first one immediately perishes.
Statblock Mechanical Hunter.
Hit Points equal to four times your level in this class + your intelligence modifier + the iron defender's Constitution modifier
Advanced Magical Gunsmithing
Starting at 6th level, if you use a Firearm as a spellcasting focus you can make a ranged attack after you cast a leveled spell.
Whenever a magical firearm misfires, the magical force bursting out of it still harms the target. It must make a Dexterity saving throw taking 2d10 force damage half on successful save.
Magical Automation
Magical Automation
Starting at 14th level, you can reload a magical firearm as a Bonus Action a number of times up to your Intelligence Modifier. You regain all expended uses of this feature when you finish a long rest.
You can also Repair magical Firearms as a Bonus Action.
The Mechanical Hunter gains 10 ft bonus movement speed on all its movement speeds.
There are no magic Firearms as of yet exept for standard +1,2 and 3 but you can get just as creative as with any other weapon.