Base Class: Artificer
An artificer who specializes in firearms and explosives enhanced with a touch of the arcane. Gunsmiths might carry around a variety of different magical guns to replicate cantrips and other spell effects like thunderwave or scorching ray. For spells like fireball or sticking cloud, they might rely on a magical grenade that produces that same effect. They can charge their bullets with different elemental effects, increasing their effectiveness with firearms. A skilled Gunsmith can overcharge their firearms with arcane power, increasing the range and damage of the shot.
Tool Proficiency
3rd-level Gunsmith feature
You gain proficiency with alchemist’s supplies. If you already have this proficiency, 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 | SPELL |
|---|---|
|
3rd |
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|
5th |
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|
9th |
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|
13th |
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|
17th |
Arcane Bullet
3rd-level Gunsmith feature
Your skill with firearms becomes deadlier as you augment your shots with magic. Once on each of your turns, when you hit a creature with a firearm attack, choose a damage type from cold, fire, or lightning. That creature takes an additional 1d8 damage of the chosen type.
Grenadier
3rd-level Gunsmith feature
You have mastered the use of grenades and other thrown items, your fast hands allow you to swap between your firearms and explosives. You may use acid, alchemist fire, bombs, hunting traps, oil, or other grenades as a bonus action instead of an action on your turns. You may use these items and access your artisans tools to cast spells even while wielding a firearm both hands.
Additionally, for a horn of gunpowder, or 50gp worth of ingredients to make your own, you may create a number of bombs equal to your proficiency modifier using alchemist's supplies at the end of a long rest.
Extra Attack
5th-level Gunsmith feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Improved Arcane Bullet
9th-level Gunsmith feature
The magic you use to enhance your bullets has become even more powerful. The damage granted by your Arcane Bullet feature increases by 1d8 (to 2d8).
Charged Shot
15th-level Artillerist feature
You can enhance the damage of your shots using magic. As a bonus action action, you can charge your firearm with arcane power until the end of your next turn. The next time you attack with this weapon, your range is doubled, the hit deals an extra 4d12 piercing damage and the damaged creatures speed is reduced to half until the end of your next turn.
You can use this feature a number of times equal to your Intelligence modifier (Minimum 1). You regain all uses when you complete a long rest.
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