Base Class: Artificer
True masters of engineering, and experts in the field of ballistics, gunsmiths are ranged combat specialists capable of forging potent firearms powered by a combination of science and magic.
These highly trained specialists are far more comfortable in the heat of battle than crammed up in a workshop or laboratory, which they tend to only ever visit to work at if the needs for their projects call for it.
Despite the main focus of a gunsmith being ranged combat, one can fit into the role of infantryman just as easily as they can into a sniping role, as proven by the variable designs that their weapons can take, making them into highly valued members of armies and adventuring parties alike due to their versatility.
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 Gunsmith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Gunsmith Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
hail of thorns, magic missile |
|
5th |
branding smite, shatter |
|
9th |
lightning arrow, wind wall |
|
13th |
fire shield, locate creature |
|
17th |
conjure volley, wall of force |
Armed & Loaded
At 3rd level, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy called a Thunder Cannon, which is a ferocious weapon that fires leaden bullets that can punch through armor with ease. This two-handed weapon deals 2d6 piercing damage, it has a normal range of 80 feet, and maximum range of 240 feet, and attacks made with this weapon count as magical for the purposes of overcoming resistances and immunity from non-magical attacks and damage. Once fired, it must be reloaded as a bonus action.
You have proficiency with this weapon, and can create an additional Thunder Cannon over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials.
You also craft an Arcane Magazine, a leather bag used to carry your tools, as well as the powders, lead shot, and other materials needed to keep a Thunder Cannon functioning. You can magically produce up to 40 rounds of ammunition with this magazine at the end of a long rest, and up to 10 rounds at the end of a short rest. The magazine can carry up to 40 pieces of ammunition for your Thunder Cannon.
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.
Thunder Monger
Also at 3rd level, you learn to channel thunder energy into your Thunder Cannon. Once on your turn, you can make a special attack with your Thunder Cannon that deals an extra 1d6 thunder damage on a hit. If you make a hit with this attack option, you cannot use it again until the end of your next turn.
This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6).
Weapon Tinkering
At 5th level, you modify your Thunder Cannon's design, granting different capabilities to it. Choose one of the following models to apply to the weapon. Your Thunder Cannon gains the properties described on the model.
You also choose one of the upgrades presented for each model. You choose an additional upgrade at 9th level, and another one at 15th level.
Blunderbuss Model
Designed for power, this bulky model sacrifices weight in favor of a heightened damage. With this model, the Thunder Cannon's weight doubles, and it gains the Heavy and Onslaught properties, its damage dice is 2d8, and has a range of 30/90 feet.
This model grants access to the following applicable upgrades: Double Barrel, Extended Barrel, Reinforced Chamber, Repeater Action, Scattershot
Carbine Model
Balanced and versatile, this model keeps in line with the Thunder Cannon's original schematics. With this model, the Thunder Cannon gains the Onslaught property, its damage dice is 2d8, and has a range of 80/240 feet.
This model grants access to the following applicable upgrades: Double Barrel, Extended Barrel, Farsight Scope, Integrated Magazine, Reinforced Chamber, Repeater Action, Supressor
Pistol Model
The reduced size lowers the weapon's damage and range capacity, opting for a light build that is easy to handle. With this model, the Thunder Cannon gains the Light and Onslaught properties, and loses the Two-handed property, its damage die is 1d6, and has a range of 30/90 feet.
This model grants access to the following applicable upgrades: Extended Barrel, Integrated Magazine, Repeater Action, Stun Gun, Supressor
Rifle Model
Made for precise attacks at long distance, this model is the undisputed king of long range fights. With this model, the Thunder Cannon gains the Onslaught property, its damage die is 1d10, and has a range of 200/600 feet.
This model grants access to the following applicable upgrades: Extendable Stand, Extended Barrel, Integrated Magazine, Farsight Scope, Repeater Action, Supressor
Weapon Upgrades
When you alter your Thunder Cannon by your Weapon Tinkering feature, you also choose one of the upgrades presented for each model and apply it to the gun. You choose an additional upgrade at 9th level, and another one at 15th level.
Once you've picked an upgrade, all subsequent Thunder Cannons you create have them incorporated to their design.
Double Barrel. You attach a second barrel to your weapon, allowing you to fire two rounds at the same time. Your Thunder Cannon gains the Brutal property.
Extendable Stand. You equip a stand that grants you better stability while shooting. By forgoing your movement on your turn, you can add 1d6 to the attack or damage roll when you make an attack with your Thunder Cannon. You must choose which roll to add the bonus to before making the attack.
Extended Barrel. You install a longer barrel with helical grooves on the internal surface, making the shot spin as it flies through the air. The normal and long range of your Thunder Cannon increase by 100 feet.
Farsight Scope. A set of lenses fixed on top of your weapon allows you to take accurate aim from longer distances. When you make an attack with your Thunder Cannon against a target that is at least 100 feet away from you, you make the attack with advantage.
Integrated Magazine. You install a cartridge containing ammunition ready for firing into your Thunder Cannon. Your Thunder Cannon gains the Reload (6 shots) property.
Reinforced Chamber. The weapon's chamber can better resist the detonations, allowing you to employ rounds of a higher caliber. Attacks made with your Thunder Cannon gain a +2 bonus to their attack rolls.
Repeater Action. A lever, pump, bolt, or falling block mechanism grants your weapon a swift reload. Your Thunder Cannon gains the Reload (2 shots) property. Additionally, you can make an extra attack with your Thunder Cannon when you take the attack action on your turn.
Scattershot. You adapt the barrel to shoot shrapnel in a small cone. You can make a special attack with your Thunder Cannon, targeting two creatures that are within 5 feet of each other in the same attack.
Stun Gun. You modify the weapon's barrel to deliver an electric shock. You can make a special melee attack with your Thunder Cannon using your spell attack bonus. On a hit, the target is stunned until the start of your next turn. Creatures with resistance or immunity to lightning damage are unaffected by this attack.
Suppressor. You create a device that conceals the noise made by firing the gun. Once on your turn, by forgoing your movement, you can make an attack with the Thunder Cannon while hiding without revealing your location.
Ballistic Barrier
Starting at 9th level, you are able to project barriers to grant yourself cover during combat.
As a bonus action, you can expend a spell slot of 2nd level or higher to create a magical barrier at a point you can see within 60 feet of you. This barrier is a translucent, vertical 10-foot square panel made of semi-permeable force energy, and lasts for 10 minutes. You can have a number of active barriers equal to your Intelligence modifier (minimum of 1).
A barrier provides half cover to any creature behind it that is targeted by an attack. However, a barrier does not oppose movement at lower speeds, and as such, creatures can move across a barrier by expending 10 feet of movement.
When you're behind one of your barriers, you can push it along as part of your movement. Objects and creatures pass through the barrier while it moves, but you still benefit from the half cover it provides.
Ballistic Bunker
When you reach 15th level in this class, your ability to project defensive barriers reaches its peak.
As an action, by expending a spell slot of 4th level or higher, you can create a 15-foot dome of semi-permeable force energy that surrounds you. The dome lasts for 1 minute, is centered on you and moves along with you.
Creatures can enter the dome by expending half of their movement, and can exit it freely.
All creatures inside the dome have resistance to all damage from weapon and spell attacks made from outside the dome, except psychic damage.
Additionally, when a creature inside the dome is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, and the source of the effect is outside the dome, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Full Fortification
At 15th level, you become able to increase the strength of your ballistic defenses.
As an action on your turn, you can focus your magic into your active Ballistic Barriers or Ballistic Bunker. When you do, you must concentrate on it as if concentrating on a spell, and you become incapacitated until you break concentration.
While fortified, your barriers become solid walls of force that cannot be physically crossed nor damaged by anything.
If you have both Ballistic Barriers and your Ballistic Bunker active at the same time, you must choose one of them to be affected by this feature.
Special Weapon Properties
This subclass' Weapon Tinkering and Weapon Upgrades features mention certain homebrew weapon properties, which are detailed in this section:
- Brutal - A weapon with particularly sharp edges or other features that increase the damage it is able to inflict on a hit. Weapons with this property have their base damage die replaced in the following way: 1d4 → 1d6 → 1d8 → 1d10 → 1d12 → 2d8, and 2d4 → 2d6 → 2d8 → 2d10
- Onslaught - An onslaught weapon inflicts additional damage on lethal strikes. Weapons with this property reroll and add the result of a damage die whenever they roll the maximum value of their damage dice on an attack. This effect does not extend to any bonus damage dice granted by a feat, such as Rogues' Sneak Attack or Paladins' Divine Smite, or by a spell such as Hex or Hunter's Mark.
- Reload - A limited number of shots can be made with a weapon that has the reload property, which are noted between parentheses. A character must then reload it using an action or a bonus action (the character's choice). If a feat grants a weapon an additional Reload capacity, the weapon keeps the largest of the two.
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Posted Feb 3, 2023Heyo, when I'm selecting weapon tinkering and weapon upgrades the drop down menu's only show 'Choose and Option'.