Artificer
Base Class: Artificer

The firearms experimentalist is an engineer or inventor on the cutting edge of ballistics technology, weather that be mechanized crossbows or the burgeoning technology of firearms. Experimentalists are rash actors, largely focusing on if something could be done, rather than if it should be done. An experimentalist can find themselves on any level of the social hierarchy, ranging from hermits whose ideas are dismissed as madness, to the chief engineers of powerful militaries.  It is not uncommon for an experimentalist to be missing a finger. Or two. 

If your campaign is taking place in a setting where firearms do not exist or are prohibited by the dungeon master, these features may also apply to crossbows. For the purposes of this subclass, crossbows are considered firearms, meaning that any instance of the word "firearm" can be replaced with "crossbow."  

Firearm Properties 

*NOTE*: The mechanics of firearms as described in this subclass operate much in the same way as the firearm rules suggested by the Gunslinger. However, there are a number of important differences. 

  • Misfire-While still experimental, firearms technology has become reliable enough where they are extremely unlikely to undergo rapid unplanned deconstruction. All firearms have an innate misfire number of 0.  
  • Reload - Each firearm can be fired a number of times equal to its reload number. Once a firearm runs out of ammunition, an action or bonus action must be taken to reload the firearm.  
  • Explosive- When you hit a target with this ordinance, each creature within a 5 ft radius must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Intelligence or Dexterity modifier) or suffer 1d8 fire and 1d8 bludgeoning damage. If the initial attack misses, each creature makes its saving throw at advantage. 

Ammunition- Each firearm requires its own caliber of ammunition. Certain markets may sell ammunition, however these are far and few between. While you have access to Tinker's or Smith's tools, you may spend a short rest to craft ammunition for one firearm, consuming materials with a value equivalent to the listed costs. 

 

 

 

Tools of the Trade (3rd Level)

When you chose this specialty at 3rd level, you gain proficiency with Smith's tools. If you are already proficient with Smith's tools, you may choose another set of artisan's tools.  Additionally, the time and resources required for you to craft firearms and ammunition is halved.

Marksman's Arcana (3rd Level)

Starting at 3rd level, you gain the following spells at the designated levels. They count as Artificer spells for you, and do not count towards your number of spells prepared. 

3rd Level: Hail of Thorns, Magic Missile 

5th Level: Fortune's Favor, Melf's Acid Arrow

9th Level: Conjure Barrage, Lightning Arrow

13th Level: Death Ward, Wall of Fire 

17th Level: Conjure Volley, Swift Quiver 

Arcane Shot (3rd Level)

Starting at 3rd level, when you make an attack roll with a firearm, before the attack roll is made, you may expend a spell slot of 1st level or higher to add additional damage to the attack. The extra damage is 2d6 for a first level spell slot, plus 1d6 for each level above 1st. When you expend the spell slot, you may choose the type of extra damage from the following:

  • Cold 
  • Fire 
  • Lightning 
  • Thunder 

 This damage counts as magical for overcoming resistances and immunities. 

Experimental Modifications (3rd Level)

Starting at 3rd level, your tinkering has improved the functionality of your firearms. When you finish a long rest, and you have access to Smith's tools, you may make modifications to your firearms. You must meet the prerequisites listed in order to make the modification. The number of modifications you may apply to any number of firearms is limited to your proficiency bonus. If you apply a modification when you are already at the maximum number of modifications, the oldest modification ceases to function. 

Certain arcane Modifications will count as both Modifications and Artificer Infusions. These modifications count as active infusions, but do not contribute to the number of Infusions known.   

Whenever you take the attack action with a modified firearm, you may use your Intelligence modifier instead of Dexterity for attack and damage rolls.

  • Silenced Shot- You have outfitted this firearm with a suppressive system, which deadens the thunderous roar and obscures the flash of light that usually accompany firearms. Attacks made with this firearm from hiding are less likely to alert your enemies to your position. An enemy combatant must make a contested WIS (Perception) check against your DEX (Stealth) check. An enemy which was the target of this attack may make this check at advantage. If they fail, they remain unaware of your exact location. 
  • Smoke Screen-  Once per long rest, you may cast Fog Cloud without consuming a spell slot.
  • Steady Aim- You have outfitted this firearm with an attachment, such as a bipod, which allows you to increase its accuracy. If you do not move on your turn, you may use a bonus action to gain advantage on the first attack roll made with this firearm. Additionally, you do not suffer disadvantage when making ranged attacks while prone.
  • Bayonet- You have attached a fixed blade on the end of the barrel of this firearm. You may use this firearm as a melee weapon which deals 1d6 piercing damage. You may use strength or dexterity when making this attack roll. When you make this attack roll, the firearm loses the reload and misfire properties until the attack roll is resolved. 
  • Incendiary Rounds- The first attack you make when you take the attack action with this firearm deals an additional 1d4 fire damage. 
  • Quick Trigger - You may add your Intelligence modifier to Initiative checks.
  • Magazine- The Reload number of this firearm increases by half your Intelligence modifier, rounded up.
  •  Explosive Shot- Once when you take the attack action, you may replace an attack roll made with this firearm with an attack made from a Hand Mortar. You may do so once before you take a long rest. When you reach 6th level, you gain an additional use of this feature. You gain a third use at 12th level.  
  • Arcane Capacitance (Prerequisite: 6th level; Consumes an Artificer Infusion)- You have engineered the stock of this firearm to be particularly receptive to latent magical energy. If you take damage of a type that can be dealt by your Arcane Shot, you may use a reaction to gain resistance to the damage type until the end of your text turn. When you use this reaction, you gain a free use of Arcane Shot at 1st level, dealing the chosen damage type. You may use this reaction a number of times equal to your Intelligence modifier before you take a long rest. 
  • Consistent Design (PREREQUISITE: 6th level)-This firearm scores a critical hit on a 19-20.
  • Rapid Reload (PREREQUISITE: 6th level)- When your firearm runs out of ammunition, if your attack action grants you multiple attacks, you may forgo an attack to reload a firearm.
  • Tranquilizer Dart (PREREQUISITE: 6th level)- Once per long rest, when you reload this firearm, instead of using its regular ammunition, you may load a dart laced with a potent toxin designed to induce sleep. If you load this ammunition, this firearm gains Reload 1 until it is fired. Additionally, this ammunition is only effective within the firearm's normal range.

    A creature who is hit with this dart takes 1d4 piercing damage and must make a constitution saving throw against your spell save DC. On a failure, if the target's current hit points are equal to or lower than 50, the creature falls unconscious for an hour, or until it takes damage. Undead and constructs automatically succeed this saving throw.

  •  Deadly Intent (PREREQUISITE: 8th level)- Once per turn, you may re roll the damage dice from an attack made with this firearm. You must use the new result. You may do so a number of times equal to your Intelligence modifier. 
  • Brutal Marksmanship (PREREQUISITE: 8th level)-When you land a critical hit with this firearm, add an additional damage die to the damage dealt. 
  • Destructive Shot (PREREQUISITE:8th level)- Whenever you roll the highest natural number on this firearm's damage die, you may roll that die again and add the result to the total damage. 
  • Ghostfire Scope (PREREQUISITE: 10th level; consumes an Artificer Infusion)- You have fashioned a scope whose optics are attuned to the Ethereal Plane. While looking through this scope, you have true sight up to the normal range of your firearm. You can see through solid objects up to this range. Once when you take the attack action, you may fire an Ethereal Round which passes through all cover. These rounds can target beings who exist on the Ethereal Plane, such as ghosts, or creatures affected by the Blink spell, as if they were on the material plane. You may use this feature a number of times equal to your Intelligence modifier, before you take a long rest. 
  • Purposeful Marksmanship (PREREQUISITE: 11th level)- Attacks made with this firearm deal additional piercing damage equal to your Intelligence modifier. 
  •  Fan the Hammer (PREREQUISITE: 12th level)- You rapidly empty the remaining ammunition left in your firearm. Once per long rest, as an action, you may make a number of attack rolls equal to the number rounds left in the weapon. Each attack roll must be made against a different creature within range. A firearm which has unlimited ammunition due to a magical effect, Infusion, or Modification fires a number of rounds equal to its reload number. 
  • Binding Bullet (PREREQUISITE: 12th level; Consumes an Artificer Infusion)- You have etched this firearm with runes warding against extraplanar entities. Once per long rest, before you make an attack roll, you may activate the magical engravings to fire an enchanted bullet. If this shot hits its target, it must make a CON saving throw. The DC for this saving throw is equal to half the damage dealt by this attack, or your spell save DC, whichever is higher. If the target fails, it suffers the effects of the Banishment spell. 
  • Masterful Marksmanship (PREREQUISITE: 15th-level Artificer)- Whenever a creature within your firearm's range moves, you may use your reaction to make a ranged attack roll against the creature. If the attack hits, the creature must make a STR saving throw. On a failure, the creature falls prone. 

 

Rapid Shot (5th Level)

When you take the attack action with a firearm, you may make two attacks, instead of one. 

Improved Arcane Shot (9th level)

Starting at 9th level, you have made strides in integrating arcana into ballistics technology. The base damage of your arcane shot increases to 2d8 for a 1st level spell slot, plus 1d8 for each level above first. When you expend a spell slot this way, your firearm gains the Explosive property for the attack roll, using the damage type chosen for the arcane shot.

Additionally, when you use your arcane shot, you may choose the type of extra damage from the following:

  • Psychic
  • Force

Perfected Munitions (15th Level)

Whenever a creature takes elemental damage from your arcane shot, it must make a CON saving throw against your spell save DC or suffer an additional effect depending on the damage type.

  • Cold- On a failed save, the creature's movement is halved until the end of your next turn.
  • Fire- On a failed save, the creature catches on fire. On the start of the creature's turn, it takes 1d10 fire damage until it or one of its allies uses its bonus action to douse the flames.
  • Lightning- On a failed save, the creature cannot take reactions until the start of your next turn.
  • Thunder- On a failed save, the creature is forced 15 feet away from the target of the inital attack and is knocked prone.
  • Psychic- On a failed save, the creature's mind is scrambled. On the start of its next turn, the creature must use its movement to move in a random direction before it can use its action or bonus action.
  • Force- On a failed save, the creature has disadvantage on its next attack roll or saving throw.

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