Artificer
Base Class: Artificer

An Arcane Gunsmith is a product of marriage between magic and science. Unimpressed by the traditional firearm, the Arcane Gunsmith takes it a step further by creating a conduit that empowers their spells. Moreover, their Arcane Firearm carries utility options that bolster their own abilities as well as those of their allies. In battle, they wield destructive power from afar, firing masses of energy and explosions across the battlefield. The flexibility of an Arcane Gunsmith in combat makes them a valuable asset to any army.

Intuitive Aptitude

3rd-level Arcane Gunsmith feature

You gain proficiency with carpenter's tools, mason's toolssmith's tools, and woodcarver's tools.

Arcane Gunsmith Spells

3rd-level Arcane Gunsmith feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Arcane Gunsmith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Arcane Gunsmith Spells

ARTIFICER LEVEL SPELL

3rd

Shield, Thunderwave

5th

Scorching Ray, Shatter

9th

FireballLightning Bolt

13th

Fire Shield, Vitriolic Sphere

17th

Cone of ColdMaelstrom

Arcane Firearm

3rd-level Arcane Gunsmith feature

From your tinkering you have created an arcane firearm that serves as a spellcasting focus for your artificer spells. The firearm counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, but it can bear one of your artificer infusions. When you cast an artificer spell through the firearm, you gain a bonus to the spell's damage rolls equal to your Intelligence modifier (minimum of +1).

When you create the firearm, you determine its appearance and any physical features it may have. On each of your turns, you can take a bonus action to cause the firearm to activate an effect from the options on the Firearm Features table.

At the end of a long rest, you can create a new arcane firearm if you have smith's tools with you. If you already have a firearm from this feature, the first one immediately perishes. You can dismiss the firearm at will. The firearm perishes if you die.

Firearm Features

FEATURE ACTIVATION
Artillery Make a ranged spell attack at one creature or object within 120 feet. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away.
Dragonbreath The firearm exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
Harpoon Make a melee spell attack against a target within 30 feet. On a hit, the target takes 2d8 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
Invigorate The firearm emits a wave of stimulating energy. Until the start of your next turn, each creature of your choice within 10 feet of the firearm has its speed doubled, gains +2 AC, and has advantage on Dexterity saving throws.
Pulse The firearm emits a brief, harmless aura in an adjacent 20-foot cone. Until the start of your next turn, any creature that was in the aura is outlined in an amber light. Any attack roll against an affected creature has advantage if the attacker can see it, and the affected creature can't benefit from being invisible.
Reinforce The firearm emits a burst of positive energy that grants each creature of your choice within 10 feet of it 2d8 temporary hit.

Cover Fire

5th-level Arcane Gunsmith feature

Having practiced in performing suppressive fire with your arcane firearm, you gain the following benefits:

  • When a creature makes an attack against a target other than you, you can use your reaction to cast a spell at the creature. The spell must have a casting time of 1 action and must target only that creature.
  • A creature that is hit as a result of this reaction, must succeed on a Constitution saving throw against your spell save DC or take a penalty to their attack roll equal to your proficiency bonus.

Firepower Upgrade

9th-level Arcane Gunsmith feature

Your modifications have improved the potency of your arcane firearm:

  • Damage and healing rolls from the firearm's features increase by 1d8.
  • You gain a +2 bonus to attack rolls made through the firearm.
  • You ignore resistance and half cover when making an attack through the firearm.

Primed and Protected

15th-level Arcane Gunsmith feature

Your continued dedication to enhancing your arcane firearm has yielded the following improvements:

  • You can now activate two firearm features with the same bonus action.
  • You and your allies gain +2 AC while within 10 feet of the firearm, as a result of a shimmering field of magical protection that the firearm emits.

 

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