Artificer
Base Class: Artificer

A Gunsmith is an Artificer who has crafted a spectacular and terrible device: a Thunder Cannon. It is a weapon of unmatched destruction, and an Artificer's reason for forging such a thing is varied. Some seek the power, some seek the discovery. For some it is but a tool to accomplish their goal. For others, it is a culmination of their work for which all the pesky details of adventuring are dedicated.

Given the destructive potential of a Thunder Cannon, many monsters and men may seek to seize the power for themselves upon witnessing it, but even if they were to succeed they would soon find that using one of these deadly tools is an art of equal mastery to forging one, something only the one who forged the device will ever truly master. Each Thunder Cannon is unique work, suited only to its creator.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with an artisan's tools of your choice.

Arcane Gunsmith Spells

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

Artificer Level Spell
3rd fog cloud, thunderwave
6th branding smite, shatter
9th blink, haste
13th fabricate, fire shield
17th cloudkill, cone of cold

Thunder Cannon

At 3rd level, you forge a deadly firearm using a combination of arcane magic and engineering. This firearm is called a Thunder Cannon. It is a ferocious weapon that fires leaden bullets that can punch through armor with ease. You are proficient with the Thunder Cannon. It is a two-handed ranged weapon that deals 2d6 piercing damage at a normal range of 150 feet and a maximum range of 500 feet. Once fired, it must be reloaded as a bonus action. The Thunder Cannon is considered a magical weapon for the purposes of overcoming resistances to nonmagical attacks.

If you lose your Thunder Cannon, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials. 

Along with the Thunder Cannon, you also create an arcane magazine - a leather bag used to carry your tools and ammunition and includes powders, lead shot, and other materials to keep the weapon functioning. At the end of a long rest, you can magically produce 40 rounds of ammunition with your arcane magazine, or 10 rounds at the end of a short rest. If you lose your arcane magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials.

Arcane Armament

Starting at 5th level, you learn to channel magical energy into your attacks:

  • You learn the minor infusion spell and have this spell always prepared
  • You can attack twice, rather than once, whenever you take the Attack action on your turn, but one of the attacks must be made with a magical weapon. 

Thunder Monger

You can make a special attack by directing thunder energy through your Thunder Cannon, dealing an additional 1d6 thunder damage on a hit. This extra damage increases by 1d6 when you reach certain levels in this class: 9th level (2d6), 13th level (3d6), and 17th level (4d6)

Piercing Round

At 9th level, you can shoot lightning energy through your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you cause the weapon to unleash a bolt of lightning that is 5 feet wide and 30 feet long. Each creature in that area must make a Dexterity saving throw. On a failed save, a target takes 4d6 lightning damage. This damage increases to 5d6 when you reach 13th level in this class, and 6d6 when you reach 17th level.

Explosive Round

Starting at 15th level, you can channel fiery energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you launch an explosive round from the gun. The round detonates in a 30-foot radius sphere at a point within range. Each creature in that area must make a Dexterity saving throw. A target takes 4d8 fire damage on a failed save, or half as much damage on a successful one. This damage increases to 6d8 when you reach 19th level in this class.

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