Base Class: Artificer
The Gunsmith specializes in crafting and utilizing explosives and firearms. The Gunsmith utilizes alchemical expertise in combination with their tinkering to augment and modify their arsenal. Combining technological marvels and ingenuity, the Gunsmith is a force to be reckoned with.
Credit to wcp4 as this is essentially a revision of their homebrew subclass.
Tool Proficiency
3rd-level Gunsmith feature
You gain proficiency with alchemist's supplies. 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's Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
You gain access to a modified version of the true strike cantrip. You must look down the sights of an equipped firearm as the somatic component of this cantrip, and its range is equal to the long range of the firearm you use for the somatic component.
Gunsmiths Spells
| Artificer Level | Spell |
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3rd |
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5th |
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9th |
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13th |
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Firearm Specialist
3rd-level Gunsmith feature
At 3rd level, you learn how to craft firearms, whether through amphora refinement or through a special chemical mixture that replicates gunpowder. If you craft a firearm or firearm ammunition, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
You are Proficient in Firearms and may use firearms you craft as a spellcasting focus.
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with one-handed firearms. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with two-handed firearms if the hostile creature would have disadvantage on its attack.
Crushing Retaliation: When weilding a one-handed firearm you may use your reaction to make an attack of opportunity against an enemy. The attack is treated as a melee attack with 5ft of range and does 1d6 damage + your Strength score on a successful hit.
Modified Rounds
3rd-level Gunsmith feature
At 3rd level, you can imbue the bullets you create and are using with traces of energy or chemicals. Once per turn, when you hit a creature with a ranged firearm attack, you can expend one spell slot to deal additional damage to the target of the same type as the weapon’s damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. Additionally you learn two Infused Ammunitions of your choice, which you can use to alter the properties of your modified rounds and are detailed under "Infused Ammunitions" below. Each use of infused ammunition must be declared before damage is dealt and only when using a modified round.
You learn an additional infused ammunition of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new infused ammunition, you can also replace one you already know with a different one.
Extra Attack
5th-level Gunsmith feature
You can attack twice, rather than once, whenever you take the attack action on your turn.
Rapid Unscheduled Disassembly
5th-level Gunsmith feature
Whether considered a brilliant architect or local menace, you have learned that sometimes going through walls is better than working around them. Spells you cast that would deal damage to non-magical objects and structures treats that damage as if you were a "Siege Monster". (Double damage against non-magical objects and structures) Modified rounds do not count as spells for the intent of this feature.
Fastest Gun in the West
9th level Gunsmith feature
You have learned to enhance the fire rate of firearms you craft, and are able to use them masterfully. When you take the attack action with a firearm, you may use a bonus action to make an additional attack with that weapon. The number of attacks you can make with this bonus action increases by 1 when you reach 18th level in this class. Additionally, if you are using the firearm rules from Critical Role, firearms you may repair a misfired or broken firearm as a bonus action.
You add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
Vicious Critical
15th-level Gunsmith feature
You have steadied your hand as you become truely attuned to your weapons. Your firearm attacks score a critical hit on a roll of 19-20.
Additionally you have learned to spot the weak spots within an enemy that truely hurt them most. Whenever you score a critical hit on an attack with a firearm, the target additonally must make a constitution saving throw at the start of their next turn. On a failed save targets has disadvantage on attacks until the end of their turn.
Infused Ammunitions
These Infused Ammunitions are presented in alphabetical order.
Explosive Infusion
When you use your modified round, you can cause the bullet to explode. Each creature within a 5ft radius of the creature you hit must make a dexterity saving throw. On a fail, they take damage equal to the damage taken by the creature you hit, or half damage on a successful save. For every spell level beyond the first, the radius of the explosive bullet increases by 5 ft. Only the target enemy suffers the effect of critical hits.
Flash Infusion
When you use your modified round, you can unleash a bright flash of flame from your muzzle in an attempt to daze your opponent. On a hit, the creature suffers normal weapon damage with no additional damage from modified rounds. The Creature must also make a Constitution saving throw or is stunned until the start of your next turn. For every level beyond the first the increase the saving throw by the consumed spell slot level. (example: +2 for 2nd level, +3 for third level)
Forceful Infusion
When you use your modified round, you can change the extra damage die to d8s, and you deal an extra 1d8 damage for every two spell levels beyond the first.
Heavy Infusion
When you use your modified round, you can bestow the bullet with unnatural heaviness, attempting to topple a moving target. The extra damage is reduced to 2d4. On a hit the creature must make a Strength saving throw or have their movement speed reduced to 0 for a number of turns equal to the level of the spell slot consumed. Additionally, you deal an extra 1d4 of damage for every two spell levels beyond the first.
Piercing Infusion
When you use your modified round, your attack becomes a 30 ft. long and 5 ft. wide line originating at the point of initial impact. Targets beyond the point of impact and within the line must make a dexterity saving throw, taking full damage equal to the initial impact damage on a failed save and half damage on a successful one. This attack can pass through many barriers, but is blocked by 1 foot of stone, 3 inches of common metal, 3 feet of wood or dirt, or equivalent obstacles. For every spell level beyond the first, the length of the line increases by 5 ft.
Repelling Infusion
When you use your modified round, the target must succeed a strength saving throw against your spellcasting save DC or be pushed 15 ft. away from you. For every spell level beyond the first, the target is pushed an additional 5 ft.
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