Artificer
Base Class: Artificer

At one point. An artificer had an idea. Guns... blades..  why not both? And thus, the Gunblade was born. The Gunblade Artificer is a master of innovation and elemental warfare, combining the precision of firearms with the versatility of a blade. These ingenious tinkerers channel their arcane knowledge to craft unique fusion weapons capable of discharging fire, cold, and lightning energy. By infusing their spells directly into their Gunblade, they unleash devastating elemental strikes, cleaving through foes with fiery explosions, freezing winds, or crackling bolts of electricity.

Level 3: Oiled Gears and Polished Blades

You gain proficiency with all Martial Weapons with the Versatile Property. You also gain proficiency with Tinker's Tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Level 3: Gunblade Spells

You always have certain spells prepared after you reach particular levels in this class, as shown in the Gunblade Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Gunblade Spells

Artificer Level Spell

3rd

chromatic orb, thunderwave

5th

blink, blindness/deafness

9th

lightning bolt, magic weapon

13th

passwall, freedom of movement

17th

fabricate, cone of cold

Level 3: Locked and Loaded

You have modified your weapon with the following features:

  • You can use your Intelligence modifier instead of Strength or Dexterity for attack and damage rolls.
  • The weapons melee attack deals 1d10 damage, regardless of the versatile property, when attacking a target within 5 feet.
  • You can make a ranged attack with the weapon against a target within 60 feet, dealing 1d8 Piercing damage.
  • As a reaction to a weapon attack landed hit, you can pull the trigger and deal thunder damage equal to a number of d4 equal to your Intelligence modifier (minimum of 1d4). You can do this up to 6 times, recovering on a Short Rest.

Level 5: Extra Attack

You can attack twice instead of once whenever you take the Attack action on your turn.

In addition, you can cast one of your artificer cantrips that has a casting time of an action in place of one of those attacks.

Level 9: Modify Weapon

Once per short rest, you can modify your Gunblade to gain one of the following benefits

Aggressive Shots

When you Pull the Trigger, the targeted creature has Disadvantage on any attack roll that doesn’t target you.

Blast Powder

When you use Pull Trigger, you push the target back 5 feet and may choose to push yourself back 5 feet without provoking Opportunity Attacks

Elemental Rounds

Elemental Rounds - Once per turn, when a spell you cast deals Cold, Fire, or lightning damage, you can add your Intelligence Modifier to that spell’s damage against one of the spell’s targets.

Scope

You critical hit on a 19 or a 20 and deal one additional dice of damage from the weapon or spell attack.

Level 15: Over Charged

Whenever you cast a spell of 1st level or higher that deals cold, fire, or lightning damage, you can make a weapon attack as a bonus action. Additionally, the spell ignores any resistance the target has to its damage type. You also gain immunity to the spell's damage type until the start of your next turn.

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