Artificer
Base Class: Artificer

Artificers who embrace the way of firearms and black powder, sometimes become a Gunmancer, an individual who blends an unique sigil magic, with a special custom crafted six shot revolver.

These magical sigils that they engrave upon their firearm, alter its performance and imbue their ammunition with different properties.

With their revolver* in hand, Gunmancers become a frightening force upon any battle ground, seemingly untouchable by enemy forces, while dealing devastating damage with precision.

*The Gunmancer's Sigil Six-Shooter can be found in homebrew creations.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Gunmancer Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Gunmancer Spells table. These spells count as artificer spells for you but they don’t count against the number of artificer spells you prepare.

Gunmancer Spells

Artificer Level Spell

3rd

Fog Cloud, Sleep

5th

Shatter, Silence

9th

Daylight, Stinking Cloud

13th

Freedom of Movement, Locate Creature

17th

Cloudkill, Telekinesis

Gunsmithing

Beginning at 3rd level, the time you have spent tinkering and exploring the limits of black powder and metallurgy, have revealed the knowledge of crafting firearms, as well as making you proficient with using them.

Sigil Six Shooter

At 3rd level, you forge a special revolver that you can engrave magical sigils upon, that grant special abilities that alter the revolver itself or the ammunition that is fired from it.  When you finish a long rest you can use your tinker’s tools in hand to magically engrave a number of sigils equal to your Intelligence modifier (minimum of one) upon your revolver. Each sigil can only be engraved once upon your revolver and can be activated/deactivated at will, as a free action, when wielding it.

You can choose three of the following sigils at 3rd level, with another at 6th, 9th, 12th, 15th and 18th level. Additionally, when you gain a new sigil in this class, you can choose a sigil you know and replace it with another sigil that you could learn of the appropriate level.

While your revolver has sigils upon it, you can use it as a spell focus for your artificer spells.

Should you lose or have your revolver destroyed, you can magically reforge it, with smith’s tools in hand, at the end of a long rest.

The sigil six shooter and the description of the sigils themselves, are provided at the end of this document

Sigil of Armor Piercing

Your ammunition is shrouded in force energy. Your revolver’s piercing damage is converted to force damage and attacks made with your Sigil Six Shooter receive a bonus to hit equal to your Intelligence modifier (minimum of one).

Sigil of Awe

This sight of your revolver sparks wonderment and fear in those that behold it. When making a Charisma skill check, you gain advantage on the roll, if your revolver can be seen by the creature.

Sigil of Elemental Casing

This sigil wraps your ammunition in your choice of an elemental type; cold, fire, lighting, or thunder. Your revolver’s damage increases by 1d8, based on the element you choose.

Sigil of Explosion

Your ammunition erupts at the point of contact, spreading death in a 10 foot radius. Any creature in the area of effect of the explosion must make a Dexterity saving throw against your spell save DC.

On a successful roll they take half the damage from the explosion. On a failed roll they take the full amount of damage.

At 12th level, the area of effect increases to a radius of 20 feet.

Sigil of Exquisite Aim

Your precision with your revolver increases with a small magical boost. You can expend a spell slot of any level to gain an additional 1d4 to hit rolls for 1 minute.

Sigil of False Appearance

You can hide your revolver in plane sight, for it morphs into an object no smaller than a ring or larger than a staff.

As a bonus action, you can change it into another object and/or from an object back into your revolver. You must be touching the revolver to do this.

If it changes from an object back into a revolver during combat, the first attack roll gains advantage and an extra 2d6 of surprise damage.

Sigil of Pall

Your ammunition spews forth dark smoke. This sigil mimics a 1st-level fog cloud spell, that lasts for a number of rounds equal to your Intelligence modifier (minimum of one). You must maintain Concentration on the effect.

Sigil of Penetrating Wound

Your ammunition penetrates deep into a creature. You score a critical hit on a roll of 19 or 20 with your revolver.

Sigil of Purple Flames

Your ammunition illuminates a creature in purplish flames. On a successful hit the creature is under the effects of a faerie fire spell, that last a number of rounds equal to your Intelligence modifier (minimum of one). You must maintain Concentration on the effect.

Sigil of Quick Draw

You can add your Intelligence modifier (minimum of one) to your initiative roll, but you must use your revolver for the first attack of the first turn.

Sigil of Scattering

The revolver’s ammunition splinters at the end of the barrel. It produces shrapnel in a 15 foot cone that every creature caught in must make a Dexterity saving throw against your spell save DC.

On successful save they take half the damage. On failed roll the take the full damage.

At level 9, the area of effect increases to a 30 foot cone.

Sigil of Silence

Your revolver makes no sound when it is handled, fired, ammunition traveling through the air, or when the ammunition enters a target or creature. It does not silence an area.

Sigil of Slumber

This sigil places a creature into a deep slumber. While using this sigil, your revolver magically deals no damage to the creature on a successful hit, and expends a spell slot level of your choice, to cast the sleep spell at that level, on a single creature.

You must declare that you are using the Sigil of Slumber before the roll, but only expend the spell slot upon a successful hit.

Sigil of Soaring Shot

Your revolvers ammunition soars farther to its mark. Your revolver’s range is double.

Sigil of the Billy Goat

Your shots hit with the force of a big goat’s horns. On a successful hit with your revolver, the creature must make a Strength saving throw against your spell save DC.

On a failed roll they are knocked back 10 feet. If they miss the saving throw by 5 or more, they are knocked back the 10 feet and prone.

On a successful save they are only knocked back 5 feet.

Sigil of the Choking Cloud

Your ammunition spews forth a dark noxious cloud. This sigil casts the stinking cloud spell upon your ammunition and takes effect at the point of impact. You must expend a 3rd-level spell slot and maintain Concentration on the spell.

Sigil of the Eagle Eye

The sigil’s power sharpens your eyes when firing. You no longer suffer disadvantage at long range with your revolver.

Sigil of the Killing Cloud

Your ammunition spews forth a dark poisonous cloud. This sigil casts the cloudkill spell upon your ammunition and takes effect at the point of impact.

You must expend a 5th-level spell slot and maintain Concentration on the spell.

Sigil of the Light Bearer

Your ammunition is imbued with the daylight spell and burns brightly for a number of rounds equal to your Intelligence modifier (minimum of one) before fading.

Sigil of the Siege

Your ammunition rips through doors and structures. Your weapon deals double damage to inanimate objects, such as doors, chests, walls and other such things.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Hastened Mind

Beginning at 9th level, at the start of your turn, you can invoke a state of hyper consciousness, which seems to slow down the rest of the world to you, allowing for rapid thoughts and calculated decisions, that are really made in the blink of an eye. You gain the following benefits:

  • During your Attack action, you can make one extra attack with your revolver.
  • As a reaction, you can take the Dodge action.
  • As a bonus action, you can take the Dash or Disengage action.
  • You can add your Intelligence modifier (minimum of one) to your revolver’s damage rolls and your Dexterity saving throws.

This feature last until the start of your next turn. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Sigil Saint

Starting at 15th level, as a bonus action, you can release a sigil(s), thus erasing it from your revolver, to perform one of the following:

  • Heal yourself or an ally (with a touch) up to your class level + your Intelligence modifier.
  • Double the weapon damage die of your revolver until the end of your turn.
  • Once per long rest, you can release a number of sigils equal to an expended spell slot level. Once this is done, you recover that expended spell slot.

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