Base Class: Artificer
When the smoke of war washes over peaceful lands, when cloistered scholars and young nobles are thrust into the conflict with a rusted weapon and armor already stained with the blood of another, when the inventors of the world are forced to protect themselves and their loved ones, a true battle has begun. Those that coat themselves in mechanical armor to replace lost limbs, that build robotic servants to help around the mayor's house, that brew potions and tinctures to heal the sick and dying, when they are pushed to the brink the enemy shall face a reckoning. Those that would dare to endanger the life of a Gunwright shall discover what a quick hand and a capable mind can do.
Gunwrights, sometimes known as Gunsmiths or Armsmen, are some of the deadliest enemies to face on a battlefield. The sheer variety and unpredictability boggles the mind, the enemy never knowing what they could be facing. From long range snipers that can destroy the target before they even catch a glimpse of steel, to duel wielding warriors that pepper swaths of foes with ricocheting lead. Every Gunwright is different, wielding their masterful creations how they deem fit. One thing is for sure however, they all leave a lasting impression, whether it be on the allies they save, or the armies they put in the ground.
Experienced Marksman
At 3rd level, your experience and rigorous training has made you an expert in all things to do with firearms. You have proficiency with [Tooltip Not Found]s and ignore the Loading and Reload properties with them.
Gunwright Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Gunwright Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Gunwright 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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17th |
This Is My Gun
Beginning your journey at 3rd level, you have a signature weapon that never leaves your side. By default you can have a Palm Pistol (Exandria), a Pistol, a Blunderbuss (Exandria) or a Musket. Different guns can be chosen with your DM's permission. This weapon becomes your favoured weapon, and gains special properties.
- When you attack with your favoured weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
- You can attack twice, rather than once, with your favoured weapon.
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
- Other creatures attempting to wield your weapon have disadvantage, even if they have proficiency with it.
- If your favoured weapon is damaged or lost, you can repair or replace it with a quarter of the usual cost over the period of a long rest.
Firearm Properties
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.
Firearms
| Name | Cost | Ammo | Damage | Weight | Range | Properties |
|---|---|---|---|---|---|---|
| Palm Pistol (Exandria) | 50g | 2g (20) | 1d8 piercing | 1 lb. | (40/160) | |
| Pistol | 150g | 4g (20) | 1d10 piercing | 3 lb. | (60/240) |
Misfire 1
|
| Musket | 300g | 5g (20) | 1d12 piercing | 10 lb. | (120/480) | |
| Pepperbox (Exandria) | 250g | 4g (20) | 1d10 piercing | 5 lb. | (80/320) |
Misfire 2
|
| Blunderbuss (Exandria) | 300g | 5g (5) | 2d8 piercing | 10 lb. | (15/60) |
Misfire 2
|
| Bad News (Exandria) | Crafted | 10g (5) | 2d12 piercing | 25 lb. | (200/800) | |
| Hand Mortar (Exandria) | Crafted | 10g (1) | 2d8 fire | 10 lb. | (30/60) |
Attachments
At 5th level, you've learned to improve your favoured weapons in subtle or extreme ways, changing the dynamics of combat and giving yourself the advantage. You may choose an attachment for your favoured weapon. When you reach 8th level, 12th level, and finally at 16th level, you may add another attachment.
Akimbo
Your favoured weapon seemed a little lonely, so you crafted it a twin. You have two identical favoured weapons, each having the same attachments. These count as a single weapon. When you take the Attack action with your favoured weapon, you can use your bonus action to make one attack with the other. You can draw or stow both when you would normally be able to draw or stow only one. These weapons must have the Light property for this to apply.
Bayonet
A bayonet is usually a Dagger or Shortsword fitted under the barrel of your gun. It can be any melee weapon with the light property that you are proficient with. When you take the attack action with your favoured weapon, you can use your bonus action to strike with your bayonet. Your to hit is the same as your favoured weapon, and the range is increased by 5 feet.
Bipod
Attaching a bipod to the barrel of your gun, you can take an extra moment to line up your shot. Instead of two attacks when you take the Attack action, you can instead add your Intelligence modifier again onto the roll to hit, and if it hits the damage will be increased by the same number. Your favoured weapon must have the Two-handed property for this to apply.
Darkvision Scope
Your gun has been adapted to be effective in low light or pitch black environments. While looking down the scope of your weapon, you have Darkvision equal to the short range of your weapon (minimum of 30 feet). You can see in dim light as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.
Gun Barrel Extender
Extending your barrel, your ammunition can reach much further before dropping off. The long range of your weapon no longer applies disadvantage.
Gun Shield
Attaching a small shield to the front of your favoured weapon, you gain a bit of protection while on the battlefield. While wielding your favoured weapon, you gain a +1 to your AC and Dexterity saving throws. Your favoured weapon must have the Two-handed property for this to apply.
Suppressor
A suppressor is a detachable device which, as an action, can be mounted on the barrel or muzzle of firearms. Suppressors reduce the muzzle flash and sound of a firearm.
If you make an attack with a suppressed weapon while you are hidden, you do not automatically give away your location.
Under Barrel Grenade Launcher
For a show stopping performance of violence, this explosive attachment can blow through hordes of enemies or coat an area in obscuring fog. As an action, your favoured weapon can function as a Grenade Launcher, firing a projectile up to 120 feet away. Your favoured weapon must have the Two-handed property for this to apply.
Grenade, Fragmentation: Each creature within 20 feet of an exploding fragmentation grenade must make a Dexterity saving throw against your spell save DC, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one.
Grenade, Smoke: One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.
You can make and store a number of grenades equal to your Intelligence modifier per long rest, with the cost of each being a quarter of your favoured weapon.
Bespoke Bandolier
At 9th level, you've adapted your strategies to include custom ammunition. You have a number of each custom ammunition equal to your Intelligence modifier x 2. You can replenish your bandolier by spending the full cost of your favoured weapon's ammo over the period of a long rest. You may choose one from the list below. When you reach 12th level, 16th level, and finally at 18th level, you may choose one more. These bullets count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Bean Bag Rounds
These heavy duty rounds are empty shells with a small sack inside, filled with dense metal bearings. A creature struck by one of these rounds must make a Strength saving throw against your spell save DC or take 2d8 Force damage and fall Prone, taking half damage and not falling Prone on a success.
Biotic Bullets
These bullets are empty housings, countaining a small spark of healing magic. When a creature is hit by one of these bullets, instead of damage they instead recieve an equal amount of temporary hit points.
RULE TIP: TEMPORARY HIT POINTS DON'T STACK
If you have temporary hit points and receive more of them, you don’t add them together, unless a rule says you can. Instead, you decide which temporary hit points to keep. For more information on temporary hit points, see chapter 9 of the Player's Handbook.
Buckshot
These hollow shells have small, metal projectiles inside of them, giving you a destructive blast cone. When using these bullets, you instead fire a 15 foot cone. Each creature within the cone must make a Dexterity saving throw against your spell save DC. If they fail, each creature will take your weapons usual damage, or half as much on a successful save.
Elemental Rounds
These rounds are charged with elemental energy, the magic you wield held within them. When using these bullets, you can choose a damage type when fired: Acid, Cold, Fire, Lightning or Thunder.
Goo Rounds
These pellets formed of hardened goo soften when fired, splattering targets with a restricting sludge. When you target a creature with these rounds, that creature must make a Dexterity saving throw against your spell save DC or become Restrained.
Piercing Rounds
These heavy rounds have a steel core, adding power and punch to their attacks. When using these bullets, any creature up to 10 feet in a straight line from the first target must make a Dexterity saving throw against your spell save DC, or take the same damage as the first target.
Poison Rounds
These vacant, spherical bullets are designed to pierce an enemy, then break, releasing the poison directly into the bloodstream. A creature struck by one of these bullets takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also Poisoned until the end of your next turn.
Ricochet Rounds
These custom bullets can bounce off of enemies and surfaces, providing an edge over opponents with cover and larger numbers. When you try to hit a creature behind partial or total cover, you can bypass the AC bonus provided by the cover unless they are completely encompassed from every angle by said cover.
Alternatively, if you hit an enemy with one of these bullets, it can ricochet off of them, flying towards another foe within the short range of your favoured weapon. Make another attack roll, and if it hits they will take the same damage as the first.
Father of Firearms
At 15th level, your expertise of firearms is unmatched, and you have gained multiple benefits:
- When your favoured weapon misfires, you can use your reaction to reroll the attack. Hit or miss, the gun will then misfire after your attack. If you roll a natural 20, your favoured weapon will not misfire. You can use this a number of times equal to your Intelligence modifier per long rest.
- All of your bullets now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- You can now dismiss and summon your favoured weapon as a bonus action, and you cannot be disarmed from it.
- When you or a creature within 30 feet of you is reduced to 0 hit points but not killed out-right, you can use your reaction to sacrifice your favoured weapon, destroying it in the process. That creature will regain hit points equal to your Intelligence modifier x half your Artificer level. After you use this ability, you must remake your favoured weapon.
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