Artificer
Base Class: Artificer

A Gunsmith is an Artificer who has crafted a spectacular and terrible device: a Thunder Cannon. It is a weapon of unmatched destruction, and an Artificer's reason for forging such a thing is varied. Some seek the power, some seek the discovery. For some it is but a tool to accomplish their goal. For others, it is a culmination of their work for which all the pesky details of adventuring are dedicated.

Given the destructive potential of a Thunder Cannon, many monsters and men may seek to seize the power for themselves upon witnessing it, but even if they were to succeed they would soon find that using one of these deadly tools is an art of equal mastery to forging one, something only the one who forged the device will ever truly master. Each Thunder Cannon is unique work, suited only to its creator.

Master Smith

3rd-level Gunsmith feature

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

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

fog cloud, thunderwave

5th

branding smite, acid arrow

9th

lightning bolt, fireball

13th

resilient sphere, banishment

17th

wall of force, cone of cold

Thunder Cannon

3rd-level Gunsmith feature

At 3rd level, you forge a deadly firearm using a combination of arcane magic and engineering. This firearm is called a Thunder Cannon. It is a ferocious weapon that fires leaden bullets that can punch through armor with ease. You are proficient with the Thunder Cannon. It is a two-handed ranged weapon that deals 2d6 piercing damage at a normal range of 150 feet and a maximum range of 500 feet. Once fired, it must be reloaded as a bonus action. The Thunder Cannon is considered a magical weapon for the purposes of overcoming resistances to nonmagical attacks.

At 11th level your Thunder Cannon can be affected by two artificer infusions at once.

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. 

Along with the Thunder Cannon, you also create an arcane magazine - a leather bag used to carry your tools and ammunition and includes powders, lead shot, and other materials to keep the weapon functioning. At the end of a long rest, you can magically produce 40 rounds of ammunition with your arcane magazine, or 10 rounds at the end of a short rest. 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.

 

Shatter Shot

5th-level Gunsmith feature

At 5th level, you've learned and modified your Thunder Cannon to charge up shots for extra fire power. As an action, you can make a special attack with your Thunder Cannon that deals an extra 2d6 Thunder damage on a hit.

This extra damage increases by 1d6 when you reach certain levels in this class: 8th level (3d6), 11th level (4d6), 14th level (5d6), 17th level (6d6), 20th level (7d6).

Rapid Shot

5th-level Gunsmith feature

You can attack twice with your thunder cannon, rather than once, whenever you take the Attack action on your turn. You may reload your thunder cannon in between firing.

Piercing round

9th-level Gunsmith feature

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 weapon to unleash a bolt of lightning that is 5 feet wide and 30 feet long. Each creature in that area must make a Dexterity saving throw. On a failed save, a target takes 4d6 lightning damage. This damage increases to 5d6 when you reach 13th level in this class, and 6d6 when you reach 17th level.

Sunburst Round

15th-level Gunsmith feature

At 15th level, you can load a specially crafted Sunburst round which explodes in deafening radiance. As an action you make a special attack with it, you launch a Sunburst round from the Thunder Cannon. The round detonates in a 20ft radius sphere at a point within range. Each creature within range must make a dexterity save against your spell save DC or take 2d10 radiant damage and be blinded and deafened until the end of your next turn.

You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

 

Comments

Posts Quoted:
Reply
Clear All Quotes