Artificer
Base Class: Artificer

Artificers have spent years researching and perfecting the implementation of the weave into objects: often with extraordinary results. However, with that power to create objects of extreme power--comes the temptation to make those capable of destruction on a truly glorious scale. There are beings out there that want to encourage such destructive potential, whether through  face-to-face interaction--or more subtle whisperings. 

Knowingly or not, you have come under the purview of one such being and have been granted destructive potential that allows you to create and use firearms that are eldritch in nature.

Tools of the Trade

3rd-level Armorer feature

You gain proficiency with firearms. You also gain proficiency with smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Eldritch Gunsmith Spells

3rd-level Eldritch Gunsmith feature

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

Armorer Spells
Artificer Level Spell

3rd

expeditious retreat, guiding bolt

5th

scorching ray, misty step

9th

Haste, lightning bolt

13th

arcane eye, dimension door

17th

cone of cold, wall of force

Eldritch Armament

3rd-level Eldritch Gunsmith feature

Your metallurgical pursuits have led to you making firearms a conduit for your magic. Over the course of a long rest you can turn a firearm you possess into an Eldritch Armament, provided you have smith’s tools in hand.

You gain the following benefits while wearing this armor:

  • You use your intelligence modifier instead of dexterity for attack and damage rolls
  • You can use the Eldritch Armament as a spellcasting focus for your artificer spells.
  • If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
  • You can bond to a second firearm at 7th level

The firearm continues to be an Eldritch Armament until you bond with another firearm. 

Firearm Style

3rd-level Eldritch Gunsmith feature

You can customize your Eldritch Armament. When you do so, choose one of the following armor models: Revolver or Longarm. The model you choose gives you special benefits while you wield it.

You can change the armor’s model whenever you finish a short or long rest, provided you have smith’s tools in hand.

Longarm

You customize your weapon for subtle undertakings. It has the following features:

Longarm: Armed with a large two-handed firearm, a gunslinger who adopts the Plasma Rifle model can inflict massive damage in a single shot. It has the following features:

  • Weight: 10lbs
  • Range (120/400)
  • Two-Handed
  • Damage: 1d10 piercing
  • The damage increases when you reach higher levels in this subclass: 2d10 at 5th level, 4d10 at 11th level, and 6d10 at 17th level.

Revovler

Revolver: Favoring speed and style over raw power, a gunslinger who adopts the Revolver model wields a small handgun to fire multiple shots at once. It has the following features:

  • weight: 5lbs
  • Range (30/120)
  • Light
  • Damage: 1d6 piercing
  • The number of shots you can fire during a single action increases when you reach higher levels in this subclass: two shots at 5th level, three at 11th level, and four at 

Eldritch Blessings

5th-level Eldritch Gunslinger feature

Through hours of laborious tinkering, you can customize your arcane firearm further with various upgrades. Starting at 5th level, pick two minor upgrades and one major upgrade from the Firearm Upgrades list detailed below. If an upgrade has a prerequisite, you must meet that prerequisite in order to benefit from the upgrade. You gain one additional major upgrade at 9th level, and one additional minor upgrade at 15th level.

Whenever you finish a long rest, you can replace any of your Firearm Upgrades with a different one. You cannot have more than one major upgrade equipped before 9th level and no more than two major upgrades equipped after 9th. You must still meet the prerequisite of an upgrade in order to benefit from it.

Major Upgrades

  • Sniper BarrelPrerequisite: Plasma Rifle. Whenever you are hidden from a creature and hit it with your arcane firearm, you deal extra damage equal to your artificer level.
  • InterceptionPrerequisite: Coil Pistol. Whenever a creature hits a target with a range weapon attack within your arcane firearm’s normal range, you can use your reaction to deflect the attack with a shot from your arcane firearm. When you do so, the damage the target takes from the attack is reduced by 1d6 + your Intelligence modifier + your artificer level. Once per turn, if you reduce the damage to zero, you can take an additional reaction this round.
  • Homing BulletPrerequisite: Plasma Rifle, 9th Level. Once per turn, when you miss on an attack roll, you may reroll the attack die. Hit or miss, you must use the new roll.
  • Flicker TriggerPrerequisite: Coil Pistol, 9th Level. Whenever you attack with your arcane firearm, you may teleport up to 10 feet before or after each attack to an unoccupied space you can see.
  • Charged RoundsAs a bonus action, you can charge your weapons with blazing force. Until the start of your next turn, whenever you make a successful attack, you deal extra damage equal to half your artificer level, rounded up. You can charge your weapons this way a number of times equal to your Intelligence modifier (minimum of once), and regain all uses after a short or long rest.
  • Explosive RoundAs a bonus action, you can charge your weapon with explosive force. Whether you hit or miss, the next attack you make explodes on impact. All creatures within  a 10-foot-radius sphere centered on the target must make a Dexterity saving throw. A creature takes your arcane firearm’s damage on a failed save or half as much on a success. You can charge your weapons this way a number of times equal to your Intelligence modifier (minimum of once), and regain all uses after a short or long rest.
  • Piercing RoundsPrerequisite: 15th Level. Your arcane firearm is built to cut through a creatures defenses. The damage dealt by your arcane firearm, including damage dealt via Firearm Upgrades, ignores resistances and immunities. In addition, when you roll damage for your arcane firearm, you can treat any 1 on a damage die as a 2.
  • Light ‘Em UpPrerequisite: 15th Level. As a bonus action, you can either throw or set down a small explosive. If thrown, the explosive has a range of 30 feet and detonates immediately on impact; if set down, the explosive can be detonated remotely from up to 60 feet away as a reaction. When detonated, each creature within a 15-foot radius of the explosive must make a Dexterity saving throw, taking 12d6 force damage on a failure and half as much on a success. Once you use this feature, you cannot use it again until you complete a short or long rest

Minor Upgrades

 

  • Extended BarrelAttacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls.
  • Sniper ScopeYour ranged weapon attacks ignore half and three-quarters cover.
  • SilencerIf you start your turn hidden from an enemy and take the attack action with your arcane firearm, you may make a Stealth check to remain hidden at the end of turn. The DC equals 10 + 5 times the number of shots fired with your arcane firearm.
  • Crosshairs. If you haven't moved this turn, you can aim down your sights as a bonus action, reducing your speed to 0 and granting you advantage on all attacks you make using your arcane firearm until the end of your turn.
  • Swift TriggerWhen making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.
  • Grooved BarrelPrerequisite: 9th Level. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Elemental ConverterChoose one of the following damage types: acid, cold, fire, lightning, thunder, or force. Your arcane firearm deals damage in the chosen type. You may spend a bonus action to change the damage type, which lasts until you change it again.

Agility of the depths

9th-level Eldritch Gunsmith feature

Combat Maneuver

At 15th level, you gain one of the following features of your choice.

  • EvasionWhen you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.
  • Uncanny DodgeWhen an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
  • Quick DrawWhen a creature enters your arcane firearms normal range for the first time in a turn, you can use your reaction to make a ranged attack against that creature.
Evasion

When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

Quick Draw

When a creature enters your arcane firearms normal range for the first time in a turn, you can use your reaction to make a ranged attack against that creature.

Uncanny Dodge

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Perfected Armament

15th-level Eldritch Gunsmith feature

Your Eldritch Armament gains additional benefits based on its model, as shown below.

Unload (Revolver): You unload up to 6 shots that must be fired at enemies within the normal range of your weapon. Each enemy must make a dexterity saving throw against you spell save DC taking 12d6 on a failure, half on a success. Your weapon is automatically counted as having misfired and the tinker tools DC to repair it goes up by 2. You must take a short or a long rest before using this ability again. 

Silent Death(Long gun with silencer): You have advantage on stealth checks made after shooting in combat. Additionally, any attack made on a surprised creature is an auto crit. You may only use this once per round. 

 

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