Artificer
Base Class: Artificer

The Gunsmith is an artificer devoted to their weaponry above all else. They can craft a series of magical guns, as well as create ammo types that imbue extra damage. You will have to keep track of your bullets though...

Gunsmith's Art

Thanks to your new Gunsmith training, you gain the ability to focus spells through your firearms, as well as several special loading abilities. You have a magic bandolier of ammo, which every long rest gives 1d20+4 ammo back, and begins with 40. All guns gained from this class will use this ammo, and their ammo costs will be described in depth there.

You also gain proficiency in Sleight of Hand, Investigation, and Firearms.

Weapon of War

You gain the use of one low-level firearm from the list. Depending on the firearm chosen, you will get a bonus to it later.

Arcane Revolver

You craft a special type of weapon out of a mysterious metal from the stars. The gun deals 1d10 piercing damage, stores 6 ammo, and if you roll a to-hit value of 17 or higher uses no ammo.

Backup Gun

You create a small, hidden weapon that can be snuck anywhere on your arm for easy carrying. It deals 1d6 damage, makes no noise, and requires no ammo. It cannot be used as a spellcasting focus though, for that, you still have to use one of your other firearms.

No special features exist for this gun.

Bladed Pistol

You create a small silenced weapon with a large curved blade attached to the bottom. Unlike most firearms, this makes almost no noise and does not alert others of your presence. It deals 1d6+3 on a bladed swing which can be done as a bonus action and 1d8 when fired. It can only store one ammo and needs to be reloaded before reuse.

Note: You are not proficient with the blade until you get the upgraded form of it.

Clockwork Carbine

You craft a brass carbine capable of refiring on missed shots. If you miss a shot, you can use your bonus action or if applicable, a second action, to refire. All shots fired do use one ammo. The Carbine deals 1d12 piercing damage on hit, and on critical can also refire.

The gun stores 4 ammo and needs to be reloaded with 4 more when it runs out. If it is not full, you can use your bonus action to restock it.

Dwarvish Shotgun

You craft a dwarvish shotgun, a hunk of junk that can deal high damage but uses lots of ammo. When fired, it makes a huge noise, alerting nearby foes of your presence, and deals 4d4 on a successful hit, and uses all 4 ammo inside the gun, requiring a reload. 

If you roll a critical fail, the gun misfires and cannot be used for the rest of the day until you use one hour to repair it.

Ghost Gun

You craft a gun made out of souls of the damned, which call out to the wielder. When firing, you deal 1d8+1 necrotic damage to all enemies in a straight line in range. The gun stores 1 ammo and must be reloaded each round. On a critical fail, the gun burns the wielder's hand for 1d6 necrotic damage.

Handheld Cannon

You craft a handheld cannon, a small cannon that still requires two hands. When fired, it needs to be reloaded with new ammo, as it can only store 1 ammo inside it. It deals 1d10+3 bludgeoning damage.

Powerful Bullets

You now gain the use of a special type of ammo, which applies special effects on rolling a critical hit.

Burning Rounds

Whenever you roll a critical hit, you now set the enemy on fire for 1d4 damage for 3 turns. All your piercing or bludgeoning firearms now deal fire damage instead.

Chaos Bullet

THIS IS SUPPOSED TO BE BROKEN. USE AT YOUR OWN RISK, THIS IS A JOKE ITEM NOT MADE FOR ACTUAL GAMEPLAY.

When you roll a critical hit with a firearm, you roll a 100 sided dice for something from the Wild Magic table.

Charmed Rounds

Whenever you roll a critical hit, you now Charm the enemy. All your piercing or bludgeoning firearms now deal radiant damage instead.

Freezing Rounds

Whenever you roll a critical hit, you now give the enemy Exhaustion level 1 (disadvantage to Ability Checks). All your piercing or bludgeoning firearms now deal cold damage instead.

Heavy Rounds

Whenever you roll a critical hit, you now Stun the enemy. All your piercing firearms now deal bludgeoning damage instead.

Poisoned Rounds

Whenever you roll a critical hit, you now poison the enemy hit. All your piercing or bludgeoning firearms now deal poison damage instead.

Splitting Rounds

Whenever you roll a critical hit, your bullets split, dealing an extra 1d4 damage that gets doubled by the critical hit. All your bludgeoning firearms now deal piercing damage instead.

Improved Weaponry

Your already owned gun is now improved, and you are allowed the choice of a second gun. Below are choices that give a bonus to a certain weapon in your arsenal.

Handheld Cannon- Handheld Blasting or More than Handheld

Clockwork Carbine- Clockwork Gears or Brass Scope

Bladed Pistol- Sharpened Blade or Improved Barrel

Dwarvish Shotgun- Dwarvish Plating or Dwarvish Engineering

Arcane Revolver- Ammoless Husk or Arcane Curveball

Ghost Gun- Straight out of Hel or Friendly Ghosts

Ammoless Husk

Your arcane revolver no longer needs ammo. The lack of ammo causes some minor decreases to range though.

Arcane Curveball

The shots from your arcane revolver seem to know where to go and have a special advantage on getting there. You get a bonus 2 extra to hit, and your bullets have increased range.

Brass Scope

You attach a small scope to the top of the carbine, making it get critical hits on rolls of 19 or 20 and have extreme range.

Clockwork Gears

Your gun now has oiled gears, and fires faster, making bullets fly much farther and at 1d12+2 damage. This also makes the gun slightly quieter, but still loud.

Dwarvish Engineering

Your gun has improved engineering, making misfires a thing of the past. Misfiring your gun now uses no ammo, and still will attack. Not only that, but the improved engineering upgraded the range a minor amount.

Dwarvish Plating

Your shotgun is made out of only the hardest steels now, and fires one extra ammo for 5d4 damage, as well as giving an added armor class of 1, working as a shield to block hits.

Friendly Ghosts

The ghosts in your gun take a liking to you and infuse your bullets with power, and also stop attacking you. Your bullets go further and now deal 1d12 damage, and on rolling a 1 nothing happens, making you immune to critical fails with the gun.

Handheld Blasting

Your cannon now shoots explosive cannonballs, which deal an additional 1d4 of damage in a 5-foot sphere around the shot. The figure hit is now guaranteed to be knocked by 5 feet.

Improved Barrel

Your bullets exit the gun quicker and more precise, allowing for more range and an almost silent shot. This causes shot damage to be 1d10.

More than Handheld

Your cannon now weighs much more, but also deals more damage to a single target, dealing 1d12+3 bludgeoning damage over a slightly shortened range.

Sharpened Blade

Your blade now is much larger and shoots out past the front of the gun. This changes the damage to 1d8+3 slashing damage and allows you to parry slashing attacks that come at you, making them deal half damage.

Straight out of Hel

The damned souls in the gun give large bonuses at the cost of increased suffering. The damage is now 1d8+4 necrotic damage, and needs no ammo. If you roll a 1, however, you must take 1d6+3 damage.

Powerful Arsenal

Your gunsmith now understand weapons enough to be trusted with the most powerful guns, the ones spoken of only in fables. May you use them wisely.

Betsy

You create a dragon bone flame thrower designed to look like a red chromatic dragon. It deals 8d4 fire damage in a 2-foot wide blast forwards and causes the enemy to take 1d4 fire damage until its turn.

Due to your training with it, you become resistant to fire damage.

Bladed Blaster

Not only does this large rifle have a blade on the end and work as a spear, but it also shoots small bladed ammunition. Using the bayonet deals 1d10 piercing damage, and using the gun deals 1d12+4 slashing damage long range. It only stores 1 ammo at a time and uses 1 ammo to fire, but if you rolled a 15 or higher to hit, it doesn't use any ammo.

Giantish Cannon

You create a massive 2 handed cannon, that requires high strength to carry. It deals 2d10+3 bludgeoning damage and 1d4 fire damage to all enemies within 5 feet of the contact point. It uses 5 ammo per shot and needs to be reloaded each time.

Due to the wieght of the weapon, high strength values can provide bonus damages. If your strength is 12 or lower you gain -3 damage, if between 12-16 you gain no bonus, and if above 16 you gain +2 damage.

Harpoon Gun

You create a harpoon gun, which grapples in opponents. It can be fired for 2d8 damage, and forces a CON saving throw. If the saving throw fails the DC of 15, then the enemy is grappled in and moved to 3 feet in front of you.

This also gives proficiency in nets thanks to your fisherman training with the weapon.

Patriarch

You create a small pistol with some big firepower. When used, it fires a 1d4 piercing damage dart that can be remotely detonated using another action or a bonus action to deal an extra 8d6 fire damage.

Rocket Propelled Magic Launcher

You create a large projectile firing launcher that can shoot spells. You fire a projectile forward that deals 1d8 damage, and on contact causes one of the following wizard spells at the second level to be used there without a spell slot: Magic Missle, Chromatic Orb, or Cloud of Daggers.

Star Cannon

A special item made from magic essence from stars, it shoots out star-shaped projectiles that pierce through enemies. Each shot deals 1d12 radiant damage and pierces, but uses 2 ammo.

Projectiles also light up the surrounding area.

Extra Shot

You gain an extra attack that can be used to fire or reload your guns, as well as the ability to use two weapon fighting with firearms.

Trained by Battle

You gain extra training thanks to your time in battle. Pick one of the following to gain proficiency in.

Arcanist

You gain proficiency in Arcana.

Bow Training

You gain a half proficiency with ranged weapons.

Intimidator

You gain proficiency in Intimidation.

Smith

You gain proficiency in smiths tools.

Larger Bandoliers

Instead of the previous 1d20+4 ammo per day, you now get 1d10+14 each day, making it easier to stock up on ammo.

Stacked

You gain 20 ammo every morning, instead of needing to roll for it. You also gain the ability to devote 2 hours and 5 gold to making 50 more ammo.

You also critical hit with bullets when you get a 19 or 20, instead of just a 20.

Previous Versions

Name Date Modified Views Adds Version Actions
5/2/2020 8:48:21 PM
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1.0
Coming Soon
5/3/2020 12:28:20 AM
4
2
1.1
Coming Soon

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