Artificer
Base Class: Artificer

Gunsmith Artificers are the Tinkerer supreme when it comes to Firearms. Gunsmiths make firearms because it represents the ingenuity of the mind and the destruction of life, a beautiful combination of what life can produce and how quickly it can take it away. But, Artificers who become gunsmiths aren't all just artists, some and most enjoy firing the weapons themselves, and that's what is focused on here. The Gunsmith can create an amazing magical weapon but the best way for gunsmiths to use magic is by shooting it at the enemy. They infuse the bullets themselves with magic, making sure that it reaches the target.

Tool Proficiency

3rd-level Gunsmith feature

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.

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

hunter's mark, magic missile

5th

misty step, silence

9th

conjure barrage, melf's minute meteors

13th

death ward, locate creature

17th

mislead, scrying

Iron Framed Firearm

At 3rd level you learn how to create firearms and ammunition. Using Smith’s Tools or Tinker’s Tools, you can take a long rest to create a Pistol once. It uses the stats from the Dungeon Masters Guide on page 268. After the first Pistol every Firearm takes the full amount of time and materials to craft.

Magically Imbued Ammunition

3rd-level Gunsmith feature

Magically Imbued Ammunition

At 3rd level, you learn the ability to imbue magic into non magical bullets you already have. You can imbue a number of bullets equal to 1+your intelligence modifier(minimum of 1). These bullets lose their magic and turn back into mundane bullets after you take another long rest. If you run out of bullets you can use your spell slots to make more. You can make a number of bullets equal to the numbered spell slot you used, a 1st level spell slot makes 1 bullet, a 2nd level spell slot makes 2 bullets, and so on.

Ammo Options

You can take a bonus action to reload your firearm on your turn to load it with a magic bullet, you choose which type of bullet you want and the magic bullet becomes that type. You can only use one magic shot each turn.

Ammo Descriptions

Frangible Bullet

When you fire this bullet and hit you deal 2d8 extra damage of the same type your weapon does. This damage goes up to 4d8 at level 9 and to 6d8 at level 15.

Explosive Round

When you fire this bullet instead of dealing your firearm damage, each creature in a 10ft radius makes a dex save or takes 3d6 fire damage. This damage goes up to 5d6 at level 9 and to 6d6 at level 15

Slowing Shot

When you fire this bullet and you hit you deal 2d4 extra cold damage to each creature within 20ft of the target and must make a constitution save or be slowed by 10ft until the end of its next turn. This effect raises to 3d4 and slows by 15ft at level 9 and to 4d4 and 20ft at level 15

Blinding Shot

When you fire this bullet and you hit you do an extra effect to the creature you hit on top of the damage of your firearm. The creature must make a con save or is blinded until the end of your next turn. This effect raises to effect the creature you hit and all other creatures within 5ft at level 9 and effects all other creatures within 10ft at level 15

Gun Modifications

5th-level Gunsmith feature

By 5th level, you’ve been tinkering with your gun, learning the ins and outs and experimenting with things to add. Through your experimentation you’ve drawn out blueprints to help in different situations. You’ve designed a Magnified Scope, Revolving Chamber, and a Scatter Barrel. You can change these modifications over a workweek of tinkering with the weapon. Additionally you can use your Firearm as a spellcasting focus. 

Mods Descriptions

Magnified Scope

When you add this modification to your firearm, the firearms range is doubled and if you’re at least 60ft away from your target you do an extra 1d4 of your weapons damage on top of any other damage you do with your firearm.

Revolving Chamber

When you add this modification to your firearm you change the way the weapon reloads. Your weapon becomes a reload 4 weapon, allowing you to fire 4 times before having to reload.

Scatter Barrel

When you add this modification to your firearm, the firearms range is halved and if you hit a creature within 15ft of you, you can deal extra damage equal to half the damage of the attack to a creature within 5ft of the target.

Firearm Upgrade

9th-level Gunsmith feature

At 9th level you use your extra parts to upgrade your pistol to be a Rifle, a Blunderbuss, or make a second Pistol to Dual Wield.

Upgrades Descriptions

Rifle

You can upgrade your Pistol into a Rifle that does 2d10 piercing damage and has a range of 80/240ft and reload 5. It's also 2 handed. You can use the statblock for the Hunting Rifle in the DMG

Blunderbuss

You can upgrade your Pistol into a Blunderbuss that does 6d4 damage and has a range of 20/40 and a reload of 2. 

Dual-Wield

You can instead use your extra materials to make a second pistol, using the same stats as before, but you can use your bonus action to attack with your second Pistol. 

Firearm Mastery

15th-level Gunsmith feature

You’re a master at firing a gun, and creating them. You have learned how to hit the right spot of most creatures gaining these benefits:

  • You gain the ability to pierce through any barrier. You ignore resistance to piercing damage when using your firearm.
  • You can now aim for specific parts of any enemy, sacrificing one of your magically imbued ammunition to gain advantage against a creature you're firing at. 

Previous Versions

Name Date Modified Views Adds Version Actions
1/31/2022 9:47:19 AM
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7/19/2022 12:01:00 PM
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