Artificer
Base Class: Artificer

A Gunsmith is an expert in all things firearms, and create experimental ammunition infused with magic or alchemy to aid their allies and harm their enemies. They are trained in all firearms and their ingenuity manifests in the invention in unique ammunition that they can load into these arms for a wide variety of effects. Due to the nature of these experimental ammunition, these artificers have to be extra careful in handling and using these inventions.

They excel as marksmen and in combination with their experimental ammunition can alter the battlefield from a distance, providing benefits to their allies and raining hell down on their enemies. In addition to experimental ammunition, a Gunsmith is also adept at modifying existing or creating new firearms. Given enough time and resources, a Gunsmith can make or modify even the largest cannon into something entirely unique.

Tool Proficiency and Workbench

3rd-level Gunsmith feature

You gain proficiency with alchemist’s supplies and smith's tools. If you already have these , you gain proficiency with one other type of artisan’s tools of your choice. A Gunsmith uses these two tools in conjunction in their portable Workbench (it folds into a 6-in metal disc when not in use) to alter ammunition and create unique firearms and tools.

The nature of infusing magic into black powder or another propellant is an inherently unstable mixture and can be dangerous. Using these two tools, the process can be managed, but creating experimental ammunition is something that must be done with proper care. When a Gunsmith is creating their experimental ammunition during a long rest, roll on the Gunsmith's Workbench table detailed below and take the results for the next day.

Gunsmith's Workbench

d6 Effect

1

Unstable Munitions. Whenever you use an experimental ammunition on a target, roll a d100 on the Wild Magic Surge Table.

2

Cracked Casings. Your experimental ammunition have a chance of exploding during the firing process. If you roll a 1 on a dice check using your experimental ammunition, you must make a DEX saving through or be Blinded for a round.

3

Expanding Gunsmoke. When you use your experimental ammunition, the smoke from your firearms obscures the battlefield, creating a 20-foot diameter smoke cloud centered on you that blinds those inside and acts as three-quarters cover.

4

Randomized Rounds. When you use your experimental ammunition, roll on the Experimental Ammunition Table twice and take the desired roll.

5

Sundering Strike. Your experimental ammunition can pierce even the toughest armor. If you roll a 20 on a roll with your experimental ammo, you can sunder a piece of armor on your target. If you are targeting an ally, you can give them a temporary +1 to their AC for 10 minutes.

6

Sudden Sentience. The magic you infuse into your experimental ammunition magically awakens it, causing spontaneous sentience. They do not have a unified personality, and might behave wildly different each time.

 

Gunsmith's 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

shield, expeditious retreat

5th

enhance ability, magic weapon

9th

dispel magic, haste

13th

fabricate, stoneskin

17th

Cloudkill, creation

Experimental Ammunition

3rd-level Gunsmith feature

Whenever you finish a long rest, you can magically produce two experimental ammunition using existing ammunition that you touch. Roll on the Experimental Ammunition table for the elixir’s effect, which is triggered when someone is struck or targeted by the ammunition after the attack action is taken by the Gunsmith, unless otherwise specified.

You can create additional experimental ammunition by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the ammunition from existing non-magical ammunition you touch, and you choose the ammunition’s effect from the Experimental Ammunition table.

Creating an experimental ammunition requires you to have alchemist’s supplies on your person, and any ammunition you create with this feature lasts until it is used or until the end of your next long rest.

When you reach certain levels in this class, you can make more ammunition at the end of a long rest: three at 6th level and four at 15th level. Roll for each ammunition’s effect separately.

Experimental Ammunition

d6 Effect

1

Burning Shot. The target of this ammunition takes an additional 2d4 + your Intelligence modifier as fire damage and must make a DEX saving throw or be set on fire for 1 minute.

2

Net Shot. The target is struck by a net, immobilizing them. They can take a strength (athletics) check in order to break out.

3

Healing Mist. The target is sprayed with healing mist, rather than struck by this ammunition, regaining hit points equal to 2d4 + your Intelligence modifier.

4

Blessed Bullet. The target can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute. The target is orbited by this ammunition, rather than being struck.

5

Baned Bullet. The target must roll a d4 and subtract the number rolled to every attack roll and saving throw they make for the next minute.

6

Poisoned shot. The target takes an additional 2d4 + Intelligence modifier damage as poison, and must make a CON saving throw or be poisoned for 1 minute.

Infused Gunsmithing

5th-level Gunsmith feature

You've developed masterful command of magically-infused propellants, enhancing the healing and damage you create through them. Whenever you cast a spell using your firearms or crafted device as the spellcasting focus, you gain a bonus to one roll of the spell as you cast it through your firearm. That roll must restore hit points or be a damage roll, and the bonus equals your Intelligence modifier (minimum of +1).

Additionally, your preternatural affinity with your preferred propellant allows you to customize your existing firearms or invent new ones.

During a long rest, you can modify an existing firearm to do one of the following: ignore the loading property; ignore the disadvantage imposed at close range.

You can also alter your weapon's type by shortening a stock, lengthen a barrel, or adding additional mechanisms. These include: altering the weapon's base damage type from piercing to slashing with flechette rounds, bludgeoning with rubber bullets, or any number of magical damage affinities (such as fire, poison, cold, etc) with infused rounds.

These last until your next long rest, at which case you can maintain these magical alterations or change them.

Experimental Mastery

9th-level Gunsmith feature

Your mastery of Magically-infused firearms allows you to strike from afar in all new ways. You can use your magically infused black power firearm to fully cast your spell. The spells you cast this way take the range of your firearm, rather than the range indicated on the spell. You can do this a number of times equal to your Proficiency Bonus, regaining all uses after a long rest.

Experimental Mobile Gun Platform

15th-level Gunsmith feature

Your mastery of Gunsmithing and Experimental Ammunition allows you to take full control of the battlefield. You have created a unique mobile gun platform, creating cover and defensive boosts for yourself and your allies. In creating this Gun Platform, you manifest a 15-foot long, 10-foot wide hovering or many-legged platform providing half-cover and a 30 foot aura of protection, granting +1 AC and 3d8 Temporary Hit points for everyone inside the zone as long as they stay within the zone of the Defensive Bulwark. It stands 5 feet above the ground and can be moved up to 15 feet as a movement action on your turn, provided you are on top of the Platform. Additionally, all those inside the platform ignore the loading property for all weapons, and deal an additional 2d6 force damage on all attacks.

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