Artificer
Base Class: Artificer

In an age of dawning technology, no weapon is more feared nor more potent than a firearm. With the crack of a gunshot and the smell of burnt black powder lingering through the air, firearms have gained a reputation for their distinct appearances and complex functionalities, not to mention their extensive variations. During this time, gunsmiths become revered for their abilities to quickly produce such firearms as well as laden them with enchantments to heighten their ability and craft a myriad of physical attachments to enhance the firearm's physical properties. Such as they are skilled in assembling firearms, and they have also developed the skill required in utilizing them to their fullest, deadliest extent.

Firearm Intuition

When you reach 3rd level, your combat training and your experiments with firearms have paid off in many ways:

You gain proficiency with firearms
You may use a firearm as an arcane focus
You may use your INT modifier when attacking with firearms instead of your DEX modifier.

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.

Artillerist Spells

Artificer Level Spell

3rd

shield, expeditious retreat

5th

scorching ray, shatter

9th

fireball, haste

13th

fabricate, wall of fire

17th

creation, Cloudkill

Experimental Ammunition

3rd-level Gunsmith feature

Whenever you finish a long rest, you can magically produce your INT modifier minimum of 1 in experimental ammunition using existing ammunition that you touch. Roll on the Experimental Ammunition table for the elixir’s effect, which is triggered when someone is struck or targeted by the ammunition after the attack action is taken by the Gunsmith, unless otherwise specified.

You can create additional experimental ammunition by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the ammunition from existing non-magical ammunition you touch, and you choose the ammunition’s effect from the Experimental Ammunition table.

Your shot save is the same as your Spellcasting Modifier, and any ammunition you create with this feature lasts until it is used or until the end of your next long rest.

d6 Effect

1

Burning Shot. The target of this ammunition takes an additional 1d6 + your Intelligence modifier as fire damage and must make a DEX saving throw or be set on fire for 30 Seconds.

2

Net Shot. The target is struck by a net, immobilizing them. They can take an action to break free by making an Athletics check

3

Healing Mist. The target is sprayed with healing mist, rather than struck by this ammunition, regaining hit points equal to 1d8 + your Intelligence modifier.

4

Blessed Bullet. The target can add half of your INT modifier minimum of 1 to every attack roll and saving throw they make for the next 30 seconds. The target is orbited by this ammunition, rather than being struck.

5

Necrotic Bullet.  The target of this ammunition takes an additional 1d6 + your Intelligence modifier as necrotic damage, this damage may not be healed until after your next turn

6

Poisoned shot. The target takes an additional 1d6 + Intelligence modifier damage as poison and must make a CON saving throw or be poisoned for 30 seconds.

 

 

Basic Weapon Engineer

Starting at 3rd level, you have learned how to use firearms with great efficiency, however, you have also realized they could be made much greater with the addition of modifications.
You may have up to your INT modifier in firearm modifications on a single weapon. below are the basic firearm modifications. all modifications can be assembled on a weapon during a long rest, you may also disassemble it the same way.

Additionally, your preternatural affinity with your preferred propellant allows you to create existing or invent new ones and attachments that make sense to invent for them, but these must be made with heavy interaction between you and your DM. When creating a weapon you require 1/4 less time and supplies to make it.

Heavy Ammunition

Your firearm deals +1 damage

Enhanced Sights

150 gp 

Add +1 to your ranged attack rolls

Long-Range Barrel

50 gp and

You do not take disadvantage from firing at long-range with firearms. 

Scatter Shot

75 gp

Your guns range is reduced to 30/90 feet. As an Action, you can target one creature and all creatures with 5 feet of it. Make a single attack roll. Any creatures that would be hit take damage from your weapon

Silencer

50 gp 

If you start the turn hidden from an enemy and take the attack action with your bonded firearm during your turn, you may make a Stealth check equal to 5 X the number of shots fired with your Bonded firearm to remain hidden at the end of your turn.

Infused Gunsmithing

5th-level Gunsmith feature

You've developed masterful command of magically-infused propellants, enhancing the healing and damage you create through them. Whenever you cast a spell using your firearms or crafted device as the spellcasting focus, you gain a bonus of one roll of the spell as you cast it through your firearm. That roll must restore hit points or be a damage roll, and the bonus equals your Intelligence modifier (minimum of +1).

Also, you may spend a 1st-level spell slot after a long rest to infuse your gun with magical essence giving it +1 to attack and damage rolls and making its attacks magical for the purpose of overcoming resistances. At level 7 you may spend a 2nd-level spell slot for a +2, and then at level 9, you may spend a 3rd-level spell slot for a +3. These effects only last till the next long rest.

Spellshot

Starting at 9th level, when casting a non-concentration spell that requires a ranged spell attack and targets only one creature, you may instead use your gun's weapon attack and add the spell's effect to the attack. The spell is considered to have automatically hit if the attack hits. Using this feature expunges both attack actions.

Master of Magic and Powder

15th-level Gunsmith Feature

You are a master of mixing magic with metal. You can fire your weapon in the blink of an eye and sling spells almost as fast as you can pull the trigger. You are granted the following features.

  • Once per turn when you use your action to Spellshot you may take an additional shot with the same firearm during that turn
  • When you score a critical hit using a firearm deal 1 more additional damage die
  • You can cast the Mending cantrip using your reaction or as a bonus action on your turn.

Previous Versions

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