Base Class: Artificer
You study the art of gun making and want to bring equality through the land by giving the world firearms. You come from an ancient line of artificers and clerics of Gond or you found ancient text teaching you how to infuse gunpowder and magic
Gunsmith
Firearm Properties
At 3rd level: Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
BluePrints
Using the Starfinder core rulebook as a guide you get access to weapons blueprints and can build them for half their price in gold.
You may build firearms equal to your level.
Optional Rule:
Depending on the setting the DM may exclude certain weapons or make some weapons hard to get ie:
The Artificer has access to the "Projectile" blueprints but no other kind but the Artificer may find other weapon-type blueprints in ruins, or crashed spaceships
Lightning Reload
Starting at 9th level, you can reload any firearm as a bonus action.
Vicious Intent and Hemorrhaging Critical
At 15th level, your firearm attacks score a critical hit on a roll of 19-20 and whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn
Extra Attack
At 5th level you can attack twice with your attack action but take a -2 to hit if you also move that turn
Additional Spells
The additional spells do not count against your spell list
At level 3 you get: Shield and Faerie Fire
5th: Misty Step and Haste
9th: Hypnotic Pattern and Enhance Ability
13th: Phantasmal Killer and Locate Creature
17th: CloudKill and Hold Monster
Previous Versions
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