Base Class: Artificer
Gunsmith's focus the use of their tinkering and modifying on various firearms, empowering not only the ease of use, but the destruction they bring as well.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Gunsmith Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Battle Smith Spells
| Artificer Level | Spell |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Marksman's Tinkering
When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:
- You gain proficiency with advanced firearms.
- When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Firearm Bond
Starting at 3rd level, you can bond with a crafted firearm to imbue it with magical; energy. Over the course of one hour, you attune your firearm to your arcane powers, imbuing it with a portion of your magical essence. You can use this firearm as a spellcasting focus for your Artificer spells. The weapon ceases being your spellcasting focus if you die, if you perform the 1-hour ritual on a different firearm, or if you use a one-hour ritual to break your bond to it.
Additionally, the weapon gains the following benefits:
- You may use multiple infusions on the weapon equal to half your intelligence modifier, rounded down (minimum of one).
- The weapon's Misfire score (if it has one) is reduced by one (minimum one).
- Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack roles.
Precision Casting
Starting at 5th level, you gain the following benefits when using your Bonded Firearm as a spellcasting focus:
- You may use the attack modifiers of the weapon instead of your ranged spell attack modifier when making a ranged spell attack.
- When you hit a target with a ranged spell attack, you may use your bonus action to make an attack against that target with your Bonded Firearm.
Explosive Rounds
At 9th level, you learn new ways to channel arcane energy into your bonded firearm. When you hit a target with your bonded firearm, you can channel magical energy through the strike to cause a small explosion around the target. Creatures within 5 feet of the target must make a dexterity saving throw. A target takes 2d8 damage on a failed save, or half as much damage on a successful one. The original target of your attack automatically fails their save.
You can use this effect a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest. Additionally, you may spend a spell slot of 2nd level or higher to use this effect if you have already expended all other uses.
The Perfect Weapon.
At 15th level, your Explosive Rounds and Bonded Firearm become more powerful:
- The extra damage and the healing of your Explosive Rounds increases to 3d8.
- Your Bonded Firearm no longer misfires.
- Your Bonded Firearm gains a +1 to attack and damage rolls for each infusion in it.
- If your Bonded Firearm does not have the Burst or Scatter property, you may give it one. You may change which property it has at the end of a long rest.
Previous Versions
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11/23/2019 6:58:02 PM
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24
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3
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Coming Soon
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