Base Class: Artificer
A gunsmith is a person who repairs, modifies, designs, or builds guns. The knowledge of how to do so requires the person to be a very talented craftsman, machinist and engineer.
Tool proficiency
When you adopt this specialization at 3rd level, you gain proficiency with smiths’ tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tool of your choice.
Gunsmiths spells
Starting at 3rd level, you always have these certain spells prepared after you reach particular levels in this class, as shown in the Gunsmiths spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Gunsmith spell table
| Artificer level | SPELLS |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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|
17th |
Arcane Firearm
At 3rd level, you learn how to imbue your firearm with magic, you are able to cast spells using a firearm as an arcane focus.
Feats of Focus
At 3rd level, you figure out how to better channel your focus, allowing you to shoot in ways thought to be impossible.
You have an amount of focus points equal to your intelligence modifier. You are able to regain focus points by spending a spell slot as a bonus action, each spell slot is worth the same amount of focus points.
- Full focus. You spend one focus point to be able to ignore disadvantage at long range, however you have disadvantage on dexterity saving throws until the start of your next turn.
- Choose a target. You spend one focus point and choose one target that you can see, for the next minute you have advantage on the target's saving throws and attack rolls against the target. However if you take damage you have to make a constitution saving throw as if concentrating on a spell.
- In the zone. When you take the attack action, you are able to shoot multiple times, each shot costs one focus point
- Piercing shot. (5th-level) You are able to spend one focus die when you attack a creature more than once, every shot after the first will reduce the target's AC by 2 for you until the start of your next turn, you are able to spend more focus points in order to keep reducing the ac.
- Quickswap. (5th-level) You are able to spend one focus point in order to both stow and draw a new weapon as a free action.
- Quick-fix. (5th-level) You are able to spend one focus point in order to repair a misfired (but not broken) firearm as a bonus action.
- Focus-Fire. (10th-level) When you hit a creature with a weapon attack, you are able to spend focus points in order to deal an additional d12 damage for every focus point spent.
Extra attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Increased magical capacity
Starting at 9th level, you learn how to better channel your magic and your infusions into your weapons, from now on if you apply an infusion to one firearm the infusion is able to be moved to another firearm as a part of your stowing and drawing of a weapon.
In addition, the maximum number of items you can infuse increases by 2, these must both be used to infuse a firearm. You are now able to infuse 2 infusions into one firearm.
Arcane shot
Starting at 15th level, you learn how to entirely channel your magic into a bullet, you are able to cast a spell with a minimum range of touch utilizing your firearm. The spell gains maximum range of the firearm used to fire the spell. If the spell is AOE it’s up to you where the area is centered as long as the original target is within range of the area.
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