Base Class: Artificer
A gunsmith is an expert at crafting, repairing, and maintaining firearms. They create new firearms for themselves and others to use, and customize weapons to fit the user's style and needs. Some individuals can even enchant their weapons and ammunition with arcane energies to grant wondrous effects.
Ver 2. Changelog:
- Reduced penalty of Hair Trigger.
- Doubled Weight of Reinforced Frame.
- Added an additional Customization Category, with two options.
Gunsmith Spells
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.
Gunsmith Spells
Artificer Level Spell
3rd Sleep, Entangle
5th Knock, Flame Sphere
9th Daylight, Counterspell
13th Confusion, Fabricate
17th Conjure Volley, Creation
Ammunition Loading
Starting at 3rd level, you gain the ability to infuse spells and magical effects into cartridge ammunition, allowing firearms with the Variable Ammo feature to fire them.
When you take a long rest, you can infuse spells and other magical effects chosen from the following list, a number of times equal to your Artificer level. Certain infusions require additional 'usages', as denoted in the infusion.
Elemental Charge. Charge a cartridge with a magical damage type from the following list: Fire, Cold, Thunder, Acid, and Lightning.
Flash Charge. Charge a cartridge with a magical blinding light when fired. Any hostile creatures within 30 feet of the weapon being fired, must make a DC 15 Constitution saving throw. On a failure, the creature takes zero damage, but becomes blinded. On a success, the creature avoids being blinded. A blinded creature can spend an action to attempt another DC 15 Constitution saving throw.
Pushing Charge. Charge a cartridge with incredible force. On a successful hit, the target takes #d# of force damage and is knocked back 15ft.
Stunning Charge. Costs two charges to infuse. Charge a cartridge with electrical voltage. On a successful hit, the target does not take any damage, but becomes stunned until they spend an action to end the stun.
Spell Charge. Costs two charges to infuse. Charge a cartridge with a non-ritual spell of your choice that you know, that does not require concentration. Infusing the spell into the cartridge still costs the appropriate spell slot at the end of the long rest. Firing the cartridge casts the spell as normal, and does not cost an additional spell slot to fire.
Armor Piercing. Infuses two cartridges from one charge. Harden a bullet so that it will ignore even the heaviest armor. When fired, the target creature must make a Dexterity Saving Throw, DC 8 + DEX or INT modifier + proficiency. On a failure, the target creature takes damage equal to the damage from the firearm -3. On a success, takes one quarter damage, rounded down.
Hollow Point. Infuses two cartridges from one charge. Hollow out a bullet so that it will burst into shrapnel upon contact with the target. Attack rolls made with with hollow points suffer a -3 penalty, but increase damage by an additional 1d6.
Firearm Customization
Starting at 5th level, you can customize your firearms with modifications of your own design to better suit your own personal style or needs.
At the end of a long rest, you may modify one of your firearms with a Customization from the following list. Each firearm you own can have a number of Customizations equal to half your proficiency modifier, rounded down. A single firearm may not have more than one Customization in a single category. You may remove a Customization to replace it with a new one as part of the Customization Process.
You cannot customize a firearm and infuse ammunition in the same long rest.
Textured Grips. (Grips) You customize the grips of the firearm to allow you to better handle your weapon. This firearm gains a bonus to damage rolls equal to half your proficiency modifier (rounded up).
Detachable Stock. (Grips, Pistol Only) You modify the grips to allow you to attach an optional stock. Firearm gains the Versatile trait, increasing damage one die size when held two-handed.
Ammo Conversion. (Barrel) You convert the firearm to fire a different ammunition of your choice. Consult the DM for changes to the firearm's stats.
Silencer. (Barrel, No Revolvers) You modify the barrel to allow a detachable silencer. While successfully hidden, enemies are not alerted to your presence when your weapon is discharged.
Reinforced Frame. (Frame) You reinforce the frame of the weapon to prevent misfires. Double the weight of the weapon and, reduce the Misfire of a firearm by half your Proficiency modifier (min. 1).
Lightweight Frame. (Frame, No Two-Handed) Using lighter parts, you greatly reduce the weight of the Firearm. Reduce the weight of the weapon by half, grant it the light trait, and increase the Misfire by one.
Scope. (Sights) You attach a scope to the sights of the firearm, allowing for greater accuracy at longer distances. Double the range of the firearm.
Reflex Sights. (Sights) You attach a reflex sight to the firearm, allowing for greater accuracy at shorter distances. This firearm gains a bonus to attack rolls equal to half your proficiency modifier (Rounded up).
Hair Trigger. (Trigger) You replace the trigger with one that needs only the slightest squeeze to fire, allowing you to more easily fire multiple shots quickly. When you take the attack action with this firearm, you may attack a second time that action. This second attack is made with a -3 penalty to the attack roll.
Half-Pull Trigger. (Trigger) You replace the trigger with one that has a long travel length, allowing you to half squeeze the trigger, in preparation for an enemy's movements. Whenever a hostile creature would attack you or a friendly creature, you may spend a reaction to make an attack action and fire your weapon, interrupting the attack. On a successful hit, the enemy's turn ends immediately.
Increased Capacity. (Ammunition) You replace the ammunition storage of your firearm, increasing the amount of ammunition your weapon can fire before needing to be reloaded. If the weapon is a Revolver, increase it's Reload by 1. If the weapon has an internal magazine, increase it's Reload by 3. This Customization cannot be added to weapons with a Reload of 2 or lower.
Speed Loading. (Ammunition) You replace parts allowing you to more easily reload your firearm. When you spend an attack to reload, roll a d6. On a 5 or 6, you may immediately make an attack. On a 3, or 4, you reload as normal. On a 2, your weapon jams, and you must spend the action unloading your weapon, but may reattempt a reload on your next turn. On a 1, your weapon jams, and it must be repaired as if it had misfired.
Field Cleaning
Starting at 9th level, when your firearm misfires. You may spend a bonus action to quickly clear the jam. You may not move the same turn that you perform this action.
Master Gunsmith
Starting at 15th level, your mastery of firearm mechanics is second to none. Firearms that bear your Customizations automatically become +2, and are considered magical for the purposes of overcoming resistances. In addition, you can may customize your firearms during a short rest, instead of a long rest.
Previous Versions
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8/2/2023 3:28:24 PM
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Coming Soon
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