Base Class: Artificer
The Profession of Arcane Gunsmithing is one of profound nature, the combining of technology and magic in glorious unity. Arcane Gunsmiths are known for combining the magical potential of spell scrolls into various forms of ammunition, from darts, to bullets. Which they use to aid life, or ail it.
When the Tiefling Faegan studied the art of Artificing, he discovered a way to imbue magical essences into ammunitions, mainly arrows and bullets, later on he discovered how to extract toxins and oils from different ingredients to create salves that can be applied to darts and used to inflict negative effects, or cure certain ailments. Thus, Arcane Gunsmithing was born, and Faegan shared his findings with the world, to disperse the knowledge he had gained. And now you have decided to take it as a future endeavor to learn and master this trade, and as such will learn and master the following skills.
Tools of the Gunsmith
At third level you gain proficiency with Smith's tools, which you can use to make bullets and arrows, at level 5, you can use smith's tools to craft darts as well. These Bullets, Arrows and Darts are non magical until you use your Arcane Gunsmithing ability to make them so. When Crafting these pieces of ammunition, you must make a check with the Smith's tools, using intelligence as your skill modifier and proficiency as your bonus. On a check of 18 and higher, you make 10 bullets, arrows or darts, on a 14 or higher you make 8, on a 10 or higher you make 6, on a 9 and below you make 4, on a Natural one you make nothing and on a Natural 20 you make 20. The cost to create these items is a single ingot of any basic type of metal. At your DM's discretion you can use other metals, and the cost of these upgraded weapons is also at your DM's discretion.
Arcane Smithing
Also at third level, as part of your 'The Right Tool for the Job' feature, you may craft a magical stamp, which forms part of your Smith's Tools. This stamp can be used in the following way:
You can imbue a bullet or arrowhead with a spell of a level for which you have spell slots as an artificer, up to fifth level.
- This spell must have the instantaneous casting time, if the spell would be a concentration, the duration changes to instantaneous.
- If the spell would have an area of effect range or targeting multiple people, the arrow or bullet instead targets only one creature, namely the one hit by the arrow or bullet.
- The ammo used also negates any normal weapon damage in favor of the damage dealt by a spell.
- If the spell does not do damage then the to hit of the ammo negates the saving throw of the spell.
If the spell has a 'to hit' magic function that is replaced by the 'to hit' of the weapon used to fire the weapon. - All secondary effects of the spell become negated.
The spell you imbue onto the ammunition this way cannot be any healing or buffing magic, and must be a spell meant to harm a target. To do so you need either a spell scroll with the spell inscribed on it or the aid of a spellcaster who has the spell prepared, as well as the material components of the spell itself (i.e a bit of rotten food for Caustic Brew), if there are no material costs for the required spell, the spell cannot be imbued onto a form of ammunition this way. You spend an hour inscribing the relevant runes of the spell onto the stamp tool you have, which you then use to leave indents onto the ammunition, this imbuing consumes the material components and spell scroll. Each scroll and batch of material components can imbue a number of arrows or bullets dependant on a roll you must make using your Smith's tools, using intelligence as your skill modifier and proficiency as your bonus. On a check of 18 and higher, you imbue 5 bullets or arrows, on a 14 or higher you make 4, on a 10 or higher you make 3, on a 9 and below you make 2, on a Natural one you make nothing and on a Natural 20 you make 10. Each Arrow or Bullet can only be imbued with a single spell at a time.
Helping Salves and Baneful Toxins
At 5th level, you learn enough about a spell's material components, which you can use to make a Helping Salve, or a Baneful Toxin. These items can only be imbued on darts. A set of material components makes enough Salve or Toxin to coat 3 darts, each dart can only have one Toxin or Salve at a time.
- A Healing Salve is a coating made using the spell components in healing spells or buffing spells, such as Cure Wounds or Haste, if the spell targets multiple targets it only targets the creature hit with the dart.
- A Baneful Toxin is a coating made using the spell components in a debuffing spell, such as Snare or Sleep, if the spell targets multiple targets it only targets the creature hit with the dart.
- Spells turned into Salves or Toxins this way that would require concentration no longer require concentration, and the duration of the spell effects are halved.
Sagecraft
At 9th level you can now imbue ammunition with cantrips provided you know them through Artificer cantrips, as well as not needing the material components to imbue spells granted by Species traits or ASI Features, reaction spells this way take a reaction to use the bullet, dart or arrow (Such as hellish rebuke), additionally you can imbue an arrow or bullet with a Mimicry of Counterspell, which requires a spell scroll with counterspell inscribed onto it, as well as a frog's tongue and a tuft of fur from any type of feline, you can use a reaction with an arrow or bullet imbued with the spell to attack a spellcaster within range that you can see cast the spell, if they are using subtle spell or any alternative to verbal components to cast the spell, they are unnaffected, otherwise the full effects of Counterspell take place, with the target needing to make a Constitution saving throw against your spell save DC as an Artificer. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.
Gunsmithing Arcanist
At 15th level you can use material components to imbue the effect onto a form of siege ammunition (Cannonballs/Ballista Bolts/Catapult Ammo/Trebuchet Ammo, basically any object specifically designed to be used in a Ranged Siege weapon), the effect of the spell goes off as soon as the siege weapon is fired and the ammo hits its target, spells imbued this way can have AOE effects but only lasts the round that the weapon is fired.
Tools of the Gunsmith
At third level you gain proficiency with Smith's tools, which you can use to make bullets and arrows, at level 5, you can use smith's tools to craft darts as well. These Bullets, Arrows and Darts are non magical until you use your Arcane Gunsmithing ability to make them so. When Crafting these pieces of ammunition, you must make a check with the Smith's tools, using intelligence as your skill modifier and proficiency as your bonus. On a check of 18 and higher, you make 10 bullets, arrows or darts, on a 14 or higher you make 8, on a 10 or higher you make 6, on a 9 and below you make 4, on a Natural one you make nothing and on a Natural 20 you make 20. The cost to create these items is a single ingot of any basic type of metal. At your DM's discretion you can use other metals, and the cost of these upgraded weapons is also at your DM's discretion.
Arcane Smithing
Also at third level, as part of your 'The Right Tool for the Job' feature, you may craft a magical stamp, which forms part of your Smith's Tools. This stamp can be used in the following way:
You can imbue a bullet or arrowhead with a spell of a level for which you have spell slots as an artificer, up to fifth level.
- This spell must have the instantaneous casting time, if the spell would be a concentration, the duration changes to instantaneous.
- If the spell would have an area of effect range or targeting multiple people, the arrow or bullet instead targets only one creature, namely the one hit by the arrow or bullet.
- The ammo used also negates any normal weapon damage in favor of the damage dealt by a spell.
- If the spell does not do damage then the to hit of the ammo negates the saving throw of the spell.
If the spell has a 'to hit' magic function that is replaced by the 'to hit' of the weapon used to fire the weapon. - All secondary effects of the spell become negated.
The spell you imbue onto the ammunition this way cannot be any healing or buffing magic, and must be a spell meant to harm a target. To do so you need either a spell scroll with the spell inscribed on it or the aid of a spellcaster who has the spell prepared, as well as the material components of the spell itself (i.e a bit of rotten food for Caustic Brew), if there are no material costs for the required spell, the spell cannot be imbued onto a form of ammunition this way. You spend an hour inscribing the relevant runes of the spell onto the stamp tool you have, which you then use to leave indents onto the ammunition, this imbuing consumes the material components and spell scroll. Each scroll and batch of material components can imbue a number of arrows or bullets dependant on a roll you must make using your Smith's tools, using intelligence as your skill modifier and proficiency as your bonus. On a check of 18 and higher, you imbue 5 bullets or arrows, on a 14 or higher you make 4, on a 10 or higher you make 3, on a 9 and below you make 2, on a Natural one you make nothing and on a Natural 20 you make 10. Each Arrow or Bullet can only be imbued with a single spell at a time.
Sagecraft
At 9th level you can now imbue ammunition with cantrips provided you know them through Artificer cantrips, as well as not needing the material components to imbue spells granted by Species traits or ASI Features, reaction spells this way take a reaction to use the bullet, dart or arrow (Such as hellish rebuke), additionally you can imbue an arrow or bullet with a Mimicry of Counterspell, which requires a spell scroll with counterspell inscribed onto it, as well as a frog's tongue and a tuft of fur from any type of feline, you can use a reaction with an arrow or bullet imbued with the spell to attack a spellcaster within range that you can see cast the spell, if they are using subtle spell or any alternative to verbal components to cast the spell, they are unnaffected, otherwise the full effects of Counterspell take place, with the target needing to make a Constitution saving throw against your spell save DC as an Artificer. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.
Gunsmithing Arcanist
At 15th level you can use material components to imbue the effect onto a form of siege ammunition (Cannonballs/Ballista Bolts/Catapult Ammo/Trebuchet Ammo, basically any object specifically designed to be used in a Ranged Siege weapon), the effect of the spell goes off as soon as the siege weapon is fired and the ammo hits its target, spells imbued this way can have AOE effects but only lasts the round that the weapon is fired.
Helping Salves and Baneful Toxins
At 5th level, you learn enough about a spell's material components, which you can use to make a Helping Salve, or a Baneful Toxin. These items can only be imbued on darts. A set of material components makes enough Salve or Toxin to coat 3 darts, each dart can only have one Toxin or Salve at a time.
- A Healing Salve is a coating made using the spell components in healing spells or buffing spells, such as Cure Wounds or Haste, if the spell targets multiple targets it only targets the creature hit with the dart.
- A Baneful Toxin is a coating made using the spell components in a debuffing spell, such as Snare or Sleep, if the spell targets multiple targets it only targets the creature hit with the dart.
- Spells turned into Salves or Toxins this way that would require concentration no longer require concentration, and the duration of the spell effects are halved.







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Posted Nov 21, 2024To be honest, this is something I would put in my game and call it a day, I LOVE this, its balanced and pretty cool 10/10