Base Class: Artificer
Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or pole arm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them.
However, some minds couldn’t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms.
This archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.
Should this path of powder, fire, and metal call to you, keep your wits about you, hold on to your convictions as a Black Powder Specialist, and let skill meet luck to guide your bullets to strike true.
Gunsmith
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
You also gain proficiency with Smithing Tools and Tinker's Tools.
Dead Eye
Starting at 3rd level, your keen eyes and lightning reflexes allow you to fire rapidly without sacrificing accuracy. As a bonus action on your turn, you can grant yourself advantage on attack rolls with firearms until the start of your next turn. Your precision when using this ability improves when you reach certain levels in this class, allowing you to bypass half cover at 10th level, and three-quarters cover at 15th level.
You can use this feature three times. You regain all expended uses of it when you finish a long rest.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Transmutation Chambers
Starting at 9th level, you can modify your guns chambers to automatically transmute your loaded bullets. Upon gaining this feature, you gain one Chamber. You may build additional Chambers using the chart below. When applied to your gun, a Chamber changes the damage type of your bullet to the type of that Chamber. You may change or deactivate a Transmutation Chamber as a bonus action.
- Fire Chamber
- Cold Chamber
- Lightning Chamber
- Necrotic Chamber
- Radiant Chamber
- Bludgeoning Chamber
- Poison Chamber
- Acid Chamber
- Concussive Chamber
- Explosive Chamber
Talk to your dm about the supplies and pricing needed to create additional chambers
Lightning Reload
Starting at 15th level, you can reload any firearm as a bonus action.
Exploit Weakness
At 15th level, you observe an opponent to figure out their weak points. As an action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, the next attack you make against the marked creature is considered a critical hit.
You can use this feature a number of times equal to your Intelligence modifier per Long Rest.
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