Artificer
Base Class: Artificer

Where black powder is generally reserved for the use of cannons, you have revolutionized the idea to a point of handheld weapons that can be used in close quarter combat, or from a large distance. Firearms are a favorable weapon for both sabotage, and for ultimate destruction. Rather than the use of magic, these inventions rely on the power of innovation and science. 

(This subclass is created with the intent to use the firearm ruleset found under the firearm table within the Fighter Gunslinger subclass)

Gunsmith Spells

 

You always have certain spells prepared after you reach particular levels in this class, as shown in the Black Powder Sapper Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer Level Spell

3rd

Burning Hands, Fog Cloud

5th

Aganazzar's Scorcher, Snilloc's Snowball Swarm

9th

Fireball, Slow

13th

Stoneskin, Storm Sphere

17th

Immolation, Synaptic Static

Tool Proficiency

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.

Arcane Armaments

Starting at 3rd level, as a bonus action you can choose to infuse your firearm with elemental energy.

The next time you hit with a ranged attack with your firearm, choose an elemental energy (Fire, Lightning, Thunder, Poison, or Cold). The target suffers an additional weapon weapon die of damage of the chosen energy.

You can do this a number of times equal to your Intelligence modifier, regaining all uses after a Long Rest.

At level 10, the target suffers an additional 2 weapon die of damage.

At 17th level, the target suffers an additional 3 weapon die of damage.

Extra Attack

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Bullet Time

The training you've undergone has allowed you to find efficient shortcuts to make you a more deadly foe

Starting at 9th level, when you spend time crafting ammunition, you craft double the amount at no extra cost

You also double the amount of attacks you can take before having to reload your firearms (Ex. 8 shots instead of 4, for a pistol, etc.)

All In

As a last resort, sometimes you need to go all in.

Starting at 15th level, you can choose to fire all of your current ammunition in your firearm.

Make one ranged attack roll, on a hit roll all of your damage die for the chosen firearm.

Whether you hit or miss with this attack, your chosen firearm breaks and must be repaired out of combat at a quarter of the cost of the chosen firearm.

You can use this feature twice, and it recharges after a long rest.

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