Base Class: Artificer
Some Artificers build machines of wonder. You build precision instruments of war. With runes etched into barrels and arcane circuits wired into chambers, your firearm is a weapon of surgical magic and deadly efficiency.
Gunsmith Spells
Gunsmith Spells
| Artificer Level | Spells |
|---|---|
| 3rd | shield, magic missile |
| 5th | scorching ray, knock |
| 9th | fireball, lightning bolt |
| 13th | wall of fire, fire shield |
| 17th | cone of cold, wall of force |
arcane firearm
Over the course of a short or long rest, you can touch a firearm to imbue it with arcane enhancements, marking it as your Arcane Firearm. This weapon serves as your spellcasting focus for artificer spells and any attacks made with your arcane firearm use your intelligence modifier for the attack and damage rolls instead of using dexterity (your choice if you do so or not).
You may apply Artificer infusions to your Arcane Firearm even if it is already magical, along with custom modifications. You can only have one Arcane Firearm at a time.
You can craft nonmagical firearm ammunition after you finish a long rest, you can only make a maximum of 40 and when you make more ammunition using this feature any leftover you have made previously vanishes.
modifications: ammunition
you learn to imbue your ammunition with magic.
starting at 3rd level, you can begin modifying your arcane firearm focusing on the shots you fire, choosing one of the three options below. as a bonus action you can use a first or second level spell slot to imbue your next shot with magic and fire a special shot from your arcane firearm as your next attack (at 9th level you can do this without expending a spell slot), each shot still does the same amount of weapon damage that your arcane firearm would do but it does a different type of damage and has a special effect, you can change your specialized shot when you finish a short or long rest.
Thunderous shot
these shots do thunder damage and on a successssful attack the target is forced to make a wisdom save (save DC is your spell save DC) on a failed save the target becomes frightened of you until the end of their next turn.
Explosive shot
these shots do fire damage and the target and anyone within 10ft of the target must succeed a dex save (save DC is your spell save DC) or be pushed back 10ft.
Poison shot
these shots do poison damage and on a successful hit the target must succeed a con save (save DC is your spell save DC) or be poisoned for 2-3 turns.
bonus profiency
you gain profiency in martial weapons, smiths tools and sleight of hand
Extra Attack
at 5th level, You can attack twice, instead of once, whenever you take the Attack action on your turn.
modifications: basic firearm upgrades
at 5th level you begin modifying your arcane firearm itself, these modifications offer three new choices to modify your arcane firearm, you can only have one modification at a time, 2 of which have abilities that can be used up to your int modifier (minimum of 1), once you expend all these uses you regain these uses after you finish a long rest; you can change your modification when you finish a short or long rest.
Buckshot compartment
you can attack with your arcane firearm as a bonus action, additionally when you select this option, the amount of shots that your arcane firearm can fire before it has to be reloaded increases by 3-4
Recoil minimizer
this modification minimizes recoil making it so if your arcane firearm is a two handed weapon you can use it as a one handed weapon
Stunning blast
at the cost of a 2nd level spell slot, you can choose one creature within 30ft of you, within your line of sight must succeed a con save (save DC is your spell save DC) or be stunned until the end of their next turn
scope modifications
at 9th level You gain the ability to create a detachable scope for your arcane firearm, this scope can only be attached to your arcane firearm but as an upside you get a special type of scope, you can choose from one of the following two scope lenses (and a sonar device) that give you 10ft of specific vision based abilities until 15th level at which point it’s 30ft, you can change your scope lens when you finish a long rest.
Blindsight sonar
instead of this one being a lens for your scope, you replace your scope with an echolocation sonar allowing you to locate any creatures that are invisible or hiding (just a general direction not precise location)
Night-vision lens
this lens makes your scope have darkvision allowing you to see in natural or magical darkness when looking through the scope
Trueseeing lens
this lens makes your scope have true-sight allowing you to see through illusion spells when looking through the scope
modifications: advanced firearm upgrades
you are near the pinnacle of your firearm modification mastery. starting at 9th level, you gain the ability to modify your arcane firearm once again, these modifications offer three new choices to modify your arcane firearm, each offering a unique ability that can be used an amount of times up to your int modifier (minimum of 1), all expended uses are regained after a long rest; you can change this modification when you finish a long rest.
Piercing barrel
you ignore half-cover and attacks with your arcane firearm become magical for the purpose of overcoming resistances and immunities to non-magical attacks
Rebounding chamber
if you miss an attack as a reaction on that turn you can roll a ranged attack roll against an enemy that’s within 10ft of the original target (range increases to 30ft at 15th level)
Spell-bound barrel
you can cast a spell that would normally be an action as a bonus action and if you use the attack action to attack with your arcane firearm you can cast a cantrip or first level spell as part of that same attack, alternatively you can choose a second and third level spell from the wizard spell list and once per long rest you can cast those two spells without using the spell's respective spell slot, once that use has been expended you can cast it again before the long rest at the cost of the spell's respective spell slot.
ultimate power core
You reach the pinnacle of your firearm modification mastery, at 15th level you can choose one of the following cores for your arcane firearm as a final testament to your work.
Core of annihilation
you can cast disintegrate once per long rest without a spell slot using your arcane firearm as the spellcasting focus.
Core of Anti-matter
you can once per long rest imbue the bullets in your barrel of your arcane firearm with anti-matter, every bullet currently in the barrel of your arcane firearm does necrotic damage, and at the cost of ending this effect early you can fire a shot and if it hits an explosion to go off within a 30ft radius of the target, everyone within that range must succeed a DC equal to your spell DC Dexterity saving throw or take 5d12 necrotic damage and be sent back 20 ft, the area around the target becomes difficult terrain for a minute and anyone sent back by the blast is knocked prone.
Core of intense pain
you can once per long rest, fire a shot that if it hits, the target must succeed a DC equals to your spell DC constitution save or take 10d10 necrotic damage, half as much on a successful save.
Previous Versions
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