Base Class: Artificer
Tech meets magic
Dooms Day
15th-level Gunsmith feature
Firearm Expert
3rd-level Gunsmith feature
Grants Proficiency in Firearms
Arcane Cannon
3rd-level Gunsmith feature
By selecting this class you gain an interchangeable gun created by arcane magic and metals. This gun has three different variants Dual Revolvers, Rifle, and Shotgun. During combat it requires a bonus action to change forms.
Revolver: Damage: 1d8 Range: 40,120 Properties: Reload(6), Jammable, Dual, Single, Loud(100)
Lever Action Rifle: Damage: 1d10 Range: 80, 240 Properties: Reload(5), Jammable, Double, Loud(200), Two-Handed
Shotgun: Damage: 1d10 Range: 30, 90 Properties: Reload(2), Jammable, Arc, Loud(150), Two-Handed
Sniper: Damage: 1d12 Range: 160, 400 Properties: Reload(1), Jammable, Null, Loud(500)
Loud: Creates a Sound that can be heard by other targets.
Jammable: When rolling a Natural 1 your gun jams. You must spend a Action or bonus Action to unjam your gun.
Single: When an effect triggers from your barrel it effects the target only.
Double: When an effect triggers from your barrel it effects the target and another target with in 10 ft.
Arc: When an effect triggers from your barrel it effects everything within the 15 ft cone.
Interchangeable Barrels
3rd-level Gunsmith feature
With that addition to your new gun you gain the ability of interchangeable barrels. Each barrel changes the type of damage you do and also has an add effect when a condition is met. You will choose 3 different kinds of barrels plus also gain the Standard Barrel. Again gain additional 2 at 7th, 10th, and gain the last 3 at 13th.
Upon firing your weapon and hitting your target you must roll 2d6. If you get 7 it activates the special effect. You also can also activate the special effects by rolling a critical hit.
Acid Barrel
A barrel infused with acid converting ammo into Acid Damage. Special Effect: A creature must roll a Constitution saving roll against your spell save DC. If the creature succeeds its doesn't have disadvantage on its next attack. If the creature fails it has disadvantage on its next attack.
Flame Barrel
A barrel infused with fire converting ammo into Fire Damage. Special Effect deal an extra 1d4 fire damage based weapons Special function.
Force Barrel
A barrel infused with kinetic energy converting ammo into Force Damage. Special Effect: A creature must roll a Strength saving roll against your spell save DC. If the creature succeeds its not knockback and doesn't fall prone. If the creature fails its knockback 5 ft and falls prone.
Ice Barrel
A barrel infused with ice converting ammo into Cold Damage. Special Effect: A creature must roll a Strength saving roll against your spell save DC. If the creature succeeds its not restrained by ice. If the creature fails it is restrained by ice for one minute. A creature that is restrained must use an action to make a Strength check against your spell save DC. On success, it frees itself.
Lightning Barrel
A barrel infused with lightning converting ammo into Lightning Damage. Special Effect: A creature must roll a Constitution saving roll against your spell save DC. If the creature succeeds its not stunned. If the creature fails it is stunned for one minute. A creature that is stunned must use an action to make a Constitution saving throw against your spell save DC. On success, its no longer stunned.
Necrotic Barrel
A barrel infused with dark magic converting ammo into Necrotic Damage. Special Effect: Roll 1d4 for each target and heal that amount.
Poison Barrel
A barrel infused with poison converting ammo into Poison Damage. Special Effect: A creature must roll a Constitution saving roll against your spell save DC. If the creature succeeds its not poisoned. If the creature fails its poisoned for one minute.
Psychic Barrel
A barrel infused with a ghost converting ammo into Psychic Damage. Special Effect: A creature must roll a Intelligence saving roll against your spell save DC. If the creature succeeds its not frightened. If the creature fails it is frightened. A creature that is frightened must use an action to make a Intelligence check against your spell save DC. On success becomes frightened.
Radiant Barrel
A barrel infused with divine light converting ammo into Radiant Damage. Special Effect: A creature must roll a Constitution saving roll against your spell save DC. If the creature succeeds its not blinded. If the creature fails it is blinded for one minute. A creature that is restrained must use an action to make a Constitution saving roll against your spell save DC. On success, it can see.
Standard Barrel
A non infused barrel allowing one to use special rounds like silver bullets doing Piercing Damage.
Thunder Barrel
A barrel infused with sonic vibrations converting ammo into Thunder Damage. Special Effect: A creature must roll a Intelligence saving roll against your spell save DC. If the creature succeeds its not deafened or charmed. If the creature fails it is deafened and charmed. A creature that is restrained must use an action to make a Intelligence check against your spell save DC. On success, it uncharms itself and can hear.
Trigger-Happy
5th-level Gunsmith feature
Increases your attacks per action by one. This increases again at levels 11th, and 20th.
Double-Tap
Increase Attacks per action by one at 5th level
Quad-Tap
Increase Attacks per action by one at 20th level
Triple-Tap
Increase Attacks per action by one at 11th level
Arcane Grenades
5th-level Gunsmith feature
You know how to create arcane grenades. You don’t have to roll when throwing the grenades. Based on the barrels that you have created you gain the ability to create those types of grenades. You can hold 4 grenades that increase the amount you can carry by 2 at 7th, 11th, and 17th.
Grenades have a throw range of 60ft. At 9th level you gain the Grenade Launcher allowing up to 120 ft.
Acidic Grenade
A Acid grenade that does 4d6 Acid Damage in a 20 ft Radius. A creature in the area must roll a Constitution saving roll against your save DC. If the creature succeeds it take half damage and doesn't have a disadvantage on it next attack. If the creature fails it takes full damage and has a disadvantage on it next attack.
Cryo Grenade
Cryo Grenade: A Cryo grenade that does 4d6 Cold Damage in a 20 ft Radius. Area is covered in ice for one min causing rough terrain. A creature in the area must roll a Strength saving roll. If the creature succeeds it take half damage and not restrained. If the creature fails it takes full damage and is restrained for one minute. A creature that is restrained must use an action to make a Strength check against your spell save DC. On success, it frees itself.
Flash Grenade
A Flash grenade that does 4d6 Radiant Damage in a 20 ft Radius. A creature in the area must roll a Constitution saving roll against your save DC. If the creature succeeds it take half damage and is not Blinded. If the creature fails it takes full damage and is Blinded for one min. At the end of the creatures turn, it can make a Constitution saving throw against your save DC. On success, it can see.
Ghost Grenade
A Ghost grenade that does 4d6 Psychic Damage in a 20 ft Radius. A creature in the area must roll a Intelligence saving roll against your save DC. If the creature succeeds it take half damage and is not Frightened. If the creature fails it takes full damage and is Frightened for one minute. At the end of the creatures turn, it can make a Intelligence saving throw against your save DC. On success, it no longer frightened.
Incendiary Grenade
A flammable grenade that does 6d6 Fire Damage in a 20 ft Radius. A creature in the area must roll a Dexterity saving roll against your save DC. If the creature succeeds it take half damage. If the creature fails it takes full damage.
Screamer Grenade
A Screamer grenade that does 4d6 Thunder Damage in a 20 ft Radius. A creature in the area must roll a Intelligence saving roll against your save DC. If the creature succeeds it take half damage and is not Deafened or Charmed. If the creature fails it takes full damage and is deafened and Charmed. At the end of the creatures turn, it can make a Intelligence saving throw against your save DC. On success, it no longer charmed or Deafened.
Shock Grenade
A Shock grenade that does 4d6 Lightning Damage in a 20 ft Radius. A creature in the area must roll a Constitution saving roll against your save DC. If the creature succeeds it take half damage and is not Stunned. If the creature fails it takes full damage and is Stunned for one minute. At the end of the creatures turn, it can make a Constitution saving throw against your save DC. On success, it is no longer stunned.
Smoke Grenade
A Smoke grenade that does 4d6 Necrotic Damage in a 20 ft Radius. Area is covered in Darkness for one minute. A creature in the area must roll a Wisdom saving roll. If the creature succeeds it take half damage. If the creature fails it takes full damage.
Sonic Grenade
A Sonic grenade that does 4d6 Force Damage in a 20 ft Radius. A creature in the area must roll a Strength saving roll against your save DC. If the creature succeeds it take half damage and is not push 5 feet from center and doesn't fall prone. If the creature fails it takes full damage and is pushed 5 feet and falls prone.
Standard Grenade
A simple grenade that does 4d6 Piercing Damage in a 20 ft Radius. It also can be infused with Silver shards if required ingredients are available. Targets must roll a Dex saving roll, if they succeed take half damage.
Toxic Grenade
A Toxic grenade that does 4d6 Poison Damage in a 20 ft Radius. A creature in the area must roll a Constitution saving roll against your save DC. If the creature succeeds it take half damage and is not Poisoned. If the creature fails it takes full damage and is Poisoned.
Arcane Overflow
9th-level Gunsmith Feature
Targets take an extra die in damage and increases again at 17th
Hitting a target makes your next attack have advantage
Gain the Grenade Launcher attachment for your guns allowing you to shoot them 120ft. Grenades damage also increases by 2d6.