Artificer
Base Class: Artificer

In an age of dawning technology, no weapon is more feared nor more potent than the 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. In 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, they have also developed the skill required in utilizing them to their fullest, deadliest extent.

Firearm Proficiency

3rd-level Gun Smith feature

Starting when you adopt this specialization at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.

Gun Smith Spells

3rd-level Battle Smith feature

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the table below. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Artificer Level Spell
3rd hail of thorns, hunter's mark
5th heat metal, locate object
9th conjure barrage, lightning arrow
13th fabricate, fire shield
17th animate objects, conjure volley
 

Arcane Magazine

3rd-level Gun Smith

At 3rd level, you craft a leather bag used to carry your tools and ammunition for your Thunder Cannon. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning. You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds. If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials.

Firearm Modifications List

Arcane Loader

If you load no ammunition in the firearm, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

Arcane Receiver

Prerequisite: Firearm does not have the charge chamber modification

When making a ranged weapon attack with the firearm, instead of using ammunition, you can expend a spell slot of 1st-level or higher to fire a magical bullet. If the attack hits, the weapon deals damage as normal, except it's force damage, and then it deals 1d8 additional force damage. This damage increases by 1d8 for each slot level above 1st.

Bayonet Mount

Prerequisite: Firearm has the two-handed property and does not have the static discharge modification

A mount affixed to the end of the firearm, which allows a dagger to be placed in it. While a dagger is in the bayonet mount, you can make a melee weapon attack with the dagger while wielding the firearm. In addition, when you take the Dash action while a dagger is in the bayonet mount, if you move in only a straight line during the Dash, you can make a melee weapon attack with advantage with the dagger while wielding the firearm.

Charge Chamber

Prerequisite: Firearm does not have the light property or the arcane receiver modification

As an action, you can begin to charge up arcane energy within a special charging chamber in the firearm. On your next turn, you can then use your action to fire an intense beam of concentrated energy at a target within 60 feet of you that you can see. Make a ranged attack roll against the target, dealing 6d6 force damage on a hit. After firing the energy beam, you must wait 1 minute for the chamber to cool before you can charge up another beam. If you do not fire the energy beam on the turn after you charge it up, the beam is wasted and you take 2d6 fire damage, although you may charge it up again afterwards as an action.

Close Combat Adjustments

Prerequisite: Firearm does not have the two-handed property

Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged weapon attack rolls. In addition, when you would be able to make an opportunity attack against a creature, you can make a ranged weapon attack using this firearm as your reaction instead.

Elemental Receiver

Prerequisite: Firearm is a magical weapon.

When you apply this modification to a firearm, choose one of the following damage types; acid, cold, fire, lightning, or thunder. Damage dealt by the firearm is of the chosen damage type in addition to its other damage types. A firearm may receive this modification any number of times.

Light Frame

Prerequisite: Firearm does not have the two-handed property

The firearm gains the light property, and it weighs half of its normal weight.

Precision Scope

Prerequisite: Firearm has the two-handed property and does not have the range scope modification

You can use your bonus action to aim the firearm, and the next ranged weapon attack you make with the firearm on this turn ignores half cover and three-quarters cover, and on a hit it deals an additional 1d8 damage to the target. You can only use this bonus action if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Quickfire Mechanism

Prerequisite: Firearm does not have the sound suppressor modification

After making a ranged weapon attack using this firearm, you can use your bonus action to make an immediate ranged weapon attack with disadvantage.

Range Scope

Prerequisite: Firearm does not have the precision scope modification

You do not get disadvantage for attacking at long range. In addition, you can use your bonus action to aim the firearm, giving you advantage on the next ranged weapon attack roll made with this weapon on the current turn. You can only use this bonus action if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Sound Suppressor

Prerequisite: Firearm does not have the explosive property or the quickfire mechanism modification

While you are hidden from a creature, ranged weapon attack rolls with this firearm are made with advantage. Additionally, when you are hidden from a creature and miss it with a ranged weapon attack using this weapon, making the attack doesn't reveal your position.

Spring Holster

Prerequisite: Firearm does not have the two-handed property

You can stow or draw the firearm freely without using an action.

Static Discharge

Prerequisite: Firearm does not have the bayonet mount modification

You can make a melee weapon attack with the firearm, which can be made using Strength or Dexterity. On a hit, the weapon deals 2d4 lightning damage, and if the target is a creature, it must succeed on a DC 12 Constitution saving throw or become stunned until the start of your next turn.

Firearm Modifacations

At 3rd level, you can magically modify your firearms, which enhance their physical capabilities in a variety of ways. Whenever you finish a long rest, you may put a new firearm modification on a firearm you touch, or you may replace an already existing firearm modification with a new one. A firearm can have a number of firearm modifications on it equal to your Intelligence modifier (minimum of one), and a firearm modification can only be put on a firearm once, unless stated otherwise.

When you finish crafting a firearm as part of your Refined Gunsmith feature, you may spend an additional 100 gp to craft it with a permanent firearm modification. This firearm modification does not go against the number of firearm modifications you can have on the firearm, and it can't be removed by any means short of destroying the weapon, though normal firearm modification prerequisites still apply.

For the list of possible firearm modifications, see the Firearm Modifications section below.

Extra Attack

5th-level Battle Smith feature

You can attack twice, rather than once, whenever you take the attack action on your turn.

Called Shot

9th-level Gun Smith feature

At 9th level, when you make an attack with your firearm you can choose to target a part of the creature's body. The attack gains one of the following abilities depending on the part of the body targeted. If a creature does not have one of the body part's it can't be targeted.

  • Arms- On a hit, the target must make a strength saving throw. On a failed save, the target drops one object it is holding. The item is then pushed 10 feet away from the target.
  • Head- On a hit, the target must make a constitution saving throw. On a failed save, the target has disadvantage on attack rolls until the end of its next turn.
  • Legs- On a hit, if the target is huge or smaller it must make a strength saving throw or be knocked prone.
  • Torso- the attack scores a critical hit on a 19 or 20.
  • Wings- On a hit, the target must make a strength saving throw if it is flying. the target is knocked prone.

The save DC is the same as you spell save DC. You can use this ability a number of times based on half your proficiency bonus (rounded down), but you can only do so once a round. You regain all uses after a short or long rest.

Advanced Munitions

15th-level Gun Smith feature

At 15th level, through your experience crafting and working with ammunition, you have now learned how to upgrade and improve your rounds. From the list below, you may choose two ammunition types to blueprint.

Incendiary Rounds- Incendiary rounds scorch your targets, dealing an additional 1d4 fire damage at the start of the creatures next turn. This damage can stack multiple times,
up to 5. A creature can make a Dexeterity saving throw equal to your called shot saving DC to extinguish the flames.

Piercing Rounds- When attacking a target, you can pierce them to cause another target within 5ft behind them to suffer half the damage of the original target.

Concussion Rounds- When you target a creature with concussive rounds, they take half of your weapons damage die as bludgeoning damage and must make a Constitution saving throw equal to your called shot saving DC. On a fail, their movement speed is halved and they are deafened until the end of their next turn. 

Blinding Rounds- When you target a creature with blinding rounds, they must make a Dexeterity saving throw equal to your called shot DC or be blinded until the end of their next turn. This shot does no damage.

Previous Versions

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