Artificer
Base Class: Artificer

A master of engineering, you forge a firearm
powered by a combination of science and magic.

Master Smith

3rd-level Gunsmith feature

You gain proficiency with smith’s tools, and you learn the Mending. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Thunder Cannon

3rd-level Gunsmith feature

You learn to forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This firearm is called a Thunder Cannon. It is a ferocious weapon that fires leaden bullets that can punch through armor with ease. Alongside the Thunder Cannon, you also craft a leather bag used to carry your tools and ammunition for your Thunder Cannon called an Arcane Magazine. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning. You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds.

You are proficient with the Thunder Cannon. The firearm is a two-handed ranged weapon that deals 2d6 piercing damage. Its normal range is 150 feet, and its maximum range if 500 feet. Once fired, it must be reloaded as a bonus action. If you lose your Thunder Cannon, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials.

If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials.

Thunder Monger

3rd-level Gunsmith feature

You learn to channel thunder energy into your Thunder Cannon. As an action, you can make a special attack with your Thunder Cannon that deals an extra 1d6 thunder damage on a hit.

This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6)

Blast Wave

5th-level Gunsmith feature

Starting at 5th level, you can channel force energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you unleash force energy in a 15-foot cone from the gun. Each creature in that area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 2d6 force damage and is pushed 10 feet away from you.

This damage increases by 1d6 when you reach certain levels in this class: 13th level (3d6) and 17th level (4d6).

Weapon Tinkering

5th-level Gunsmith feature

At 5th level, you modify your Thunder Cannon's design, granting different capabilities to it. Choose one of the following models to apply to the weapon. Your Thunder Cannon gains the properties described on the model.

 
Blunderbuss Model

Designed for power, this bulky model sacrifices weight in favor of a heightened damage. With this model, the Thunder Cannon's weight doubles, and it gains the Heavy and Onslaught properties, its damage dice is 2d8, and has a range of 30/90 feet.

This model grants access to the following applicable upgrades: Double Barrel, Extended Barrel, Reinforced Chamber, Repeater Action, Scattershot 

Carbine Model

Balanced and versatile, this model keeps in line with the Thunder Cannon's original schematics. With this model, the Thunder Cannon gains the Onslaught property, its damage dice is 2d8, and has a range of 80/240 feet.

This model grants access to the following applicable upgrades: Double Barrel, Extended Barrel, Farsight Scope, Integrated Magazine, Reinforced Chamber, Repeater Action, Supressor

Pistol Model

The reduced size lowers the weapon's damage and range capacity, opting for a light build that is easy to handle. With this model, the Thunder Cannon gains the Light and Onslaught properties, and loses the Two-handed property, its damage die is 1d6, and has a range of 30/90 feet.

This model grants access to the following applicable upgrades: Extended Barrel, Integrated Magazine, Repeater Action, Stun Gun, Supressor 

Rifle Model

Made for precise attacks at long distance, this model is the undisputed king of long range fights. With this model, the Thunder Cannon gains the Onslaught property, its damage die is 1d10, and has a range of 200/600 feet.

This model grants access to the following applicable upgrades: Extendable Stand, Extended Barrel, Integrated Magazine, Farsight Scope, Repeater Action, Supressor

Weapon Upgrades

5th-level Gunsmith feature

When you alter your Thunder Cannon by your Weapon Tinkering feature, you also choose one of the upgrades presented for each model and apply it to the gun. You choose an additional upgrade at 9th level, and another one at 15th level.

Once you've picked an upgrade, all subsequent Thunder Cannons you create have them incorporated to their design.

 

Double Barrel

You attach a second barrel to your weapon, allowing you to fire two rounds at the same time. Your Thunder Cannon gains the Brutal property.

Extendable Stand

You equip a stand that grants you better stability while shooting. By forgoing your movement on your turn, you can add 1d6 to the attack or damage roll when you make an attack with your Thunder Cannon. You must choose which roll to add the bonus to before making the attack.

Extended Barrel

You install a longer barrel with helical grooves on the internal surface, making the shot spin as it flies through the air. The normal and long range of your Thunder Cannon increase by 100 feet.

Farsight Scope

A set of lenses fixed on top of your weapon allows you to take accurate aim from longer distances. When you make an attack with your Thunder Cannon against a target that is at least 100 feet away from you, you make the attack with advantage.

Integrated Magazine

You install a cartridge containing ammunition ready for firing into your Thunder Cannon. Your Thunder Cannon gains the Reload (6 shots) property.

Reinforced Chamber

The weapon's chamber can better resist the detonations, allowing you to employ rounds of a higher caliber. Attacks made with your Thunder Cannon gain a +2 bonus to their attack rolls.

Repeater Action

A lever, pump, bolt, or falling block mechanism grants your weapon a swift reload. Your Thunder Cannon gains the Reload (2 shots) property. Additionally, you can make an extra attack with your Thunder Cannon when you take the attack action on your turn.

Scattershot

You adapt the barrel to shoot shrapnel in a small cone. You can make a special attack with your Thunder Cannon, targeting two creatures that are within 5 feet of each other in the same attack.

Stun Gun

You modify the weapon's barrel to deliver an electric shock. You can make a special melee attack with your Thunder Cannon using your spell attack bonus. On a hit, the target is stunned until the start of your next turn. Creatures with resistance or immunity to lightning damage are unaffected by this attack.

Suppressor

You create a device that conceals the noise made by firing the gun. Once on your turn, by forgoing your movement, you can make an attack with the Thunder Cannon while hiding without revealing your location.

Specialized Rounds

9th-level Gunsmith feature

At 9th level, you learn to make specialized rounds for your Thunder Cannon, altering the way it fires with them. You choose to either learn how to make Piercing rounds, shooting bolts of lightning, or you learn how to make Explosive rounds, shooting fiery energy that detonates upon contact.

Explosive Rounds

9th-level Gunsmith feature

Starting at 9th level, you can channel fiery energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you launch an explosive round from the gun. The round detonates in a 20-foot radius sphere at a point within range. Each creature in that area must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d8 fire damage. This radius increases to 30 feet when you reach 19th level in this class.

Piercing Rounds

9th-level Gunsmith feature

Starting at 9th level, you can shoot lightning energy through your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you cause the gun to unleash a bolt of lightning, 5-feet wide and 30-feet long. Each creature in that area must make Dexterity saving throws with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d6 lightning damage. This damage increases to 6d6 when you reach 19th level in this class.

Bunker Down

15th-level Gunsmith feature

When you reach 15th level in this class, your ability to project defensive barriers reaches its peak.

As an action, by expending a spell slot of 4th level or higher, you can create a 15-foot dome of semi-permeable force energy that surrounds you. The dome lasts for 1 minute, is centered on you and moves along with you.

Creatures can enter the dome by expending half of their movement, and can exit it freely.

All creatures inside the dome have resistance to all damage from weapon and spell attacks made from outside the dome, except psychic damage.

Additionally, when a creature inside the dome is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, and the source of the effect is outside the dome, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.


 

Special Weapon Properties

This subclass' Weapon Tinkering and Weapon Upgrades features mention certain homebrew weapon properties, which are detailed in this section:

  • Brutal - A weapon with particularly sharp edges or other features that increase the damage it is able to inflict on a hit. Weapons with this property have their base damage die replaced in the following way: 1d4 → 1d6 → 1d8 → 1d10 → 1d12 → 2d8, and 2d4 → 2d6 → 2d8 → 2d10
  • Onslaught - An onslaught weapon inflicts additional damage on lethal strikes. Weapons with this property reroll and add the result of a damage die whenever they roll the maximum value of their damage dice on an attack. This effect does not extend to any bonus damage dice granted by a feat, such as Rogues' Sneak Attack or Paladins' Divine Smite, or by a spell such as Hex or Hunter's Mark.
  • Reload - A limited number of shots can be made with a weapon that has the reload property, which are noted between parentheses. A character must then reload it using an action or a bonus action (the character's choice). If a feat grants a weapon an additional Reload capacity, the weapon keeps the largest of the two.

Previous Versions

Name Date Modified Views Adds Version Actions
11/1/2021 6:28:59 PM
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