Artificer
Base Class: Artificer

As an Arcane Gunslinger you have taught yourself how to make a firearm through extensive trial and error and your skills in the arcane arts have allowed you to combine the two. This has allowed you to unlock even more destructive power by imbuing magic into your ammunition or the gun itself. 

Firearm Proficiency

Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools and Firearms. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.

Firearm Properties

Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it, later at level 14 you can use a bonus action to repair the firearm. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Arcane Grit

Starting at 3rd level you gain a number of Arcane Grit points equal to your INT modifier (minimum of 1). You regain 1 expended Arcane Grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended Arcane Grit points after a short or long rest.

Trick Shots

Starting at 3rd level, you learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack. You learn an additional trick shot of your choice at 5th, 9th, and 15th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.

Critical Shot

When you make an attack with your firearm, you can expend all of your remaining Arcane Grit Points to automatically hit with a critical strike. When you use more then one Arcane Grit, you can roll an additional 1D6 for each extra point of Arcane Grit you expend. When you use this feature you don't get back any Arcane Grit from scoring a critical hit, however you can regain one point of Arcane Grit if you deal the killing blow to a significant enemy creature. (DM's choice)

Dazing Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

Deadeye Shot

When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.

Disarming Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw, if the creature fails they drop 1 held object of your choice and have that object be pushed 10 feet away from that creature.

Rapid Shot

When you make a firearm attack against a creature, you can expend one Arcane Grit point to shoot an additional shot in quick succession.

Roll Shot

When you're targeted by a single attack you can use your reaction as well as one Arcane Grit point to roll out of the way to impose disadvantage on that attack roll. When you roll back 5ft away from the attacker you can take a shot in retaliation right back at the attacker. 

Extra Attack

Starting at 5th level, you can now make two weapon attacks when you take the attack action.

Evasion

Starting at 9th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Signature Piece

Starting at 15th level you can create/upgrade one firearm of your choice making it your "Signature Piece". You must take 8 hours and double the cost of the weapon to be able to bond with your "Signature Piece". Once you have done so, you can have two infusions on a single firearm of your choice. Additionally you can store this firearm in an extra dimensional space that only you have access to, apparating and dismissing it with a bonus action. Lastly your "Signature Piece" no longer has a misfire score. 

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