Artificer
Base Class: Artificer

Gun Caster Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Gun Caster Spells

Artificer Level

Gun Caster Spells

3rd

Chromatic Orb, Ice Knife

5th

Magic Weapon, Scorching Ray

9th

Conjure Barrage, Lightning Arrow

13th

Freedom of Movement, Raulothim's Psychic Lance

17th

Conjure Volley, Flame Strike

Tool Proficiency
When you adopt this specialization at 3rd level, you 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.

Arcane Revolver
By 3rd level, your skills and tinkering have helped you learn how to create an arcane revolver. Using tinker’s tools, you can spend an hour to build an arcane revolver. The arcane revolver has the weapon stats of 1d6 piercing - Ammunition, range (60/120), two-handed.

As an action you can expend a spell slot to imbue the arcane revolver with a number of magical rounds equal to your intelligence modifier (minimum of 1). The rounds remain in the arcane revolver until you finish a long rest, or you expend another spell slot to make new rounds.

When you hit a creature with a ranged attack using the arcane revolver, you can use your bonus action to fire one of the magical rounds, dealing extra damage. The extra damage is 1d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st used to imbue the weapon, to a maximum of 5d6.

The arcane revolver counts as a magical weapon. Additionally, you can use your arcane revolver as a spellcasting focus for your artificer spells.

Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Explosive Rounds
Starting at 9th level, every arcane revolver you create is more destructive:

  • When a ranged attack is made with the arcane revolver add a bonus 1d6 to the damage rolls.
  • You can imbue the arcane revolver using a spell slot as a bonus action instead of an action.

Rapid Fire
By 15th level, your experience with using your arcane revolver has improved your speed with the weapon:

As an action you fire magical rounds equal to your intelligence modifier (minimum of 1), at once. You can fire the rounds at one target or several. Make a ranged spell attack for each round fired. Each magical round does 3d6 force damage. This does not use the magical rounds currently imbued in the arcane revolver.

Once you use this feature, you must finish a long rest before you can use it again.

Arcane Revolver

By 3rd level, your skills and tinkering have helped you learn how to create an arcane revolver. Using tinker’s tools, you can spend an hour to build an arcane revolver. The arcane revolver has the weapon stats of 1d6 piercing - Ammunition, range (60/120), two-handed.

As an action you can expend a spell slot to imbue the arcane revolver with a number of magical rounds equal to your intelligence modifier (minimum of 1). The rounds remain in the arcane revolver until you finish a long rest, or you expend another spell slot to make new rounds.

When you hit a creature with a ranged attack using the arcane revolver, you can use your bonus action to fire one of the magical rounds, dealing extra damage. The extra damage is 1d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st used to imbue the weapon, to a maximum of 5d6.

The arcane revolver counts as a magical weapon. Additionally, you can use your arcane revolver as a spellcasting focus for your artificer spells.

Explosive Rounds

Starting at 9th level, every arcane revolver you create is more destructive:

  • When a ranged attack is made with the arcane revolver add a bonus 1d6 to the damage rolls.
  • You can imbue the arcane revolver using a spell slot as a bonus action instead of an action.

Rapid Fire

As an action you fire magical rounds equal to your intelligence modifier (minimum of 1), at once. You can fire the rounds at one target or several. Make a ranged spell attack for each round fired. Each magical round does 3d6 force damage. This does not use the magical rounds currently imbued in the arcane revolver.

Once you use this feature, you must finish a long rest before you can use it again.

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