Artificer
Base Class: Artificer

You have taken the technological aspect of being an artificer and leaned heavily into it, specifically, involving firearms.

Level 3: Fully Loaded

You are never without fresh ammo in the chambers of your guns and can ignore reload requirements in all gun based weapons. Furthermore, you now gain the benefits of the dual wielder feat when using two guns at once.

Level 3: Gun specialization

You gain proficiency in all firearms.

Level 3: Arcane Bullets

You gain 1 arcane bullet for each point you have in your intelligence modifier, this can be used to perform a number of different things, including casting spells, and various other actions.

During your attack with any gun type weapon, you can expend 1 arcane bullet to do one of the following actions:

Fluid Motion: You expend 2 arcane bullets to perform two ranged attacks with a single action however, roll the second attack at disadvantage unless the target is afflicted with blind, stun, restrained, or the incapacitated status.  

Evasive Action: You can expend 1 arcane bullet take the dodge action and can move up to 10 feet away from your target without triggering opportunity attacks.

Trickshot: If your ranged attack misses, you can take a reaction and expend 1 arcane bullet to fire a second bullet to attempt ricochet the the first bullet into your target. This second roll is made with advantage.

Level 5: Enchanted Rounds

You have figured out how to infuse your bullets with magic and thus can now use your arcane bullets to cast any level spell you could cast normally in addition to your ranged attack. The amount of arcane bullets expended depends on the level of the spell. You can only target hostile creatures with this feature and can only cast offensive spells in this way.

Level 1 spells: 2 Arcane bullets

Level 2 spells: 4 Arcane bullets

Level 3 spells: 6 Arcane bullets

Level 4 spells: 8 Arcane bullets

Level 9: Arcane Bullet Infusion

You can expend one spell slot to gain additional arcane bullets. The level of the spell slot determines how many arcane bullets are gained.  This amount gained can exceed your current maximum and any arcane bullets that exceed your maximum last until the end of your next turn. In addition, your Arcane bullet maximum is now x2 your current intelligence modifier.

Level 15: Fully Specialized

Your skill in using firearms and your arcane bullets has reached its peak. You now gain arcane bullets equal to your intelligence modifier when you roll initiative. This amount can exceed your current maximum and do not expire until used. In addition, your Fluid Motion no longer imposes disadvantage on its second shot when used.

Furthermore, when you are attacked and it is not your turn, you may use your reaction to expend arcane bullets to perform any 1 action listed in the feature with the exception of your Enchanted Bullets feature. This reaction takes priority over the attack against you and any damage inflicted by you is rolled first. Once you use this feature, you can not do so again until you have had a long rest.

Previous Versions

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