Base Class: Artificer
A Gunsmith has a curious and dangerous mind, keen to toy with anything that can be mixed to cause a bang or a flash. Their wicked experiments had led them to discover infusion of magic that hardens into projectiles, along with the creation of magical firearms. These weapons are unique among each gunsmith and none are remotely even similar. Gunsmith's take great pride in their weaponry, they are very dangerous combatants on the field offering a degree of control and raw damage output
Tools of the trade
By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools.
Proficiencies. You gain proficiency with Tinker's tools and Arcana skill, assuming you don’t already have them. You also gain those tools for free, alongside an Essence Pistol or a Essence Long Rifle—the result of tinkering you’ve done as you’ve prepared for this specialization. To work on your weapons you will use your Tinker's Tools and a Slight of hand check
Weapons of Choice. You must now choose between Pistols or long rifles, this will change how you progress in the sub class moving forward. These weapons are considered magical for purposes of over coming resistances. Additionally, these weapons may not be used in conjunction with Extra Attack option.
|
Type |
Lv3 Damage |
Lv6 Damage |
Lv9 Damage |
Standard Reservoir |
Extended Reservoir |
Large Reservoir |
Range |
|
Pistol |
1d6 + Int Mod |
1d8 + Int Mod |
2d6 + Int Mod |
3 + Int Mod |
6 + Int Mod |
12 + Int Mod |
40/90 |
|
Long Rifle |
1d8 + Int Mod |
1d10 + Int Mod |
2d8 + Int Mod |
5 |
8 |
10 |
90 / 200 |
Reloading takes a special process of focusing your arcane essence into the reservoir, this requires you to concentrate while you recharge the weapon. Roll 1d4 + 1 (this is your re-reload Die), this is how many rounds it takes you to reload the pistol. If you take damage roll a concentration check DC 12 or half the damage taken in an attack Which ever is higher. If damage or any other affect would break your concentration you must start over by re-rolling your Reload die. You may Alternatively choose to spend a spell slot as a reaction to instantly reload the reservoir.
You may change to the following elemental types, this takes an Arcana Check DC 15, If you fail this roll you must wait two rounds before trying again. The changes are only temporary and last for 5 rounds.
Fire, Cold, Thunder, Lightning, Acid
Essence Long Rifle
You have chosen to fabricate a long rifle. This weapon is at least 4 feet long and can not be easily concealed. It has heavy damage to it but is a slow firing weapon. The standard damage of the rifle is the same ass the pistols force damage. One thing is clear you choose to pick your fights from a healthy distance away.
Essence Pistol
You have chosen to make pistols your weapon of choice, this pistol is held in a single hand and does allow you to use a shield or weapon in your off hand. Your pistol has a standard Essence reservoir, 3 +intelligence modifier before you need to refill the magical receptacle with your magical essence. See weapons of choice charts to see reload times and capacity size.
Essence Adjustments
Starting at 3rd level, the gun smith can now spend 1 hour making slight adjustments on their weapons. This is a fine tuned process and the slightest error can wipe away all progress. This is a risk versus rewards situation that the gun smith takes on, by succeeding on the Slight of Hand check using their tinker's tools they can increase the damage out put of the weapon. If at anytime you fail this check the weapon is reverted to the base damage. You may only attempt this once per a day up to the maximum Adjustment allowed. You must complete a long rest before attempting this again.
|
Adjustment DC |
Pistols Lv3 |
Lv 6 |
Lv 9 |
Rifles Lv 3 |
Lv 6 |
Lv 9 |
|
15 |
2d6 |
2d8 |
3d6 |
2d8 |
2d10 |
3d8 |
|
20 |
2d8 |
2d10 |
3d8 |
210 |
2d12 |
3d10 |
|
25 |
3d8 |
3d10 |
4d8 |
3d10 |
3d12 |
4d10 |
Overcharge
Starting at 3rd Level, when you hit a creature with your firearm attack, you can expend one spell slot to deal Force damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.
Weapon Modifications
Starting at 3rd level, the gun smith can now apply a minor weapon modification to his firearm. At 6th level you can apply up to two different minor modifications. At 9th level you can now apply a Major Modification as one of your two weapon modification. At 15th level you can apply two Major modifications instead of a minor and major.
You may change out your modifications once every time you level.
|
Level |
Modification Type |
|
3 |
1 Minor |
|
6 |
2 Minor |
|
9 |
1 Minor, 1 Major |
|
15 |
2 Major |
Birds Eye Stone
(Minor)
You place a gemstone in a cylinder making a short ranged visual modifier. Any attacks made with in 60 ft. at made at a +2
Eagle Eye Telescope
(Major)
You now replaced your birds eye stone with the improved scope. This allows you to be deadly even at further distances. You gain a +3 to hit your target
Additionally, you may extended the effective range of your rifle 10 ft. for every +1 the scope gives you, this does however decrease your advantage to hit by 1 for every 10 ft. beyond. Furthermore you only gain dis-advantage at 180 ft. rather than 160 ft., this does allow you to ignore maximum effective range of 150 ft. extending it to 200 ft.
Enhanced Neural Link
( Major)
Your link now provides a +2 to hit. You may only have one link active at a time.
Essence Recall
(Major)
Your weapons are nigh impossible to take from you and or even disarm. The Rifle has a case that can be slung onto your back. As a Reaction you can call the rifle back to its case and then use 20 ft. of movement to pull the rifle. The pistol has a set home either on your Hip, small of your back, holster, waist line ect. As a reaction you may call the pistol back to the place you hold your weapon. It requires 10 feet of movement to pull your weapon after recalling it back to you.
Additionally, if your weapons are removed from you, you may choose to recall the weapon as a free action and draw it as a free action but requires the weapon to be separated from you for longer than 1 hour.
Regardless, the weapon must remain on the same plane in which you are on, also be within 1 mile of you for this feature to work.
Extended Essence Reservoir's
Your weapons gain the benefit of Extended Reserves, increase the amount of shots you can take before you have to reload to
Pistols: 6 + Int modifier
Rifles: 8
Hair Trigger
(Minor)
You roll your initiative at advantage, being able to not only draw faster but less pressure to fire the weapon. If your initiative is 10 Higher than the highest enemy you may deal 10 force damage to that enemy. You may only benefit from this once per a combat
Harden Weapon Stocks
(minor)
Your weapons but stocks and or handles are made from specially cured and magically infused wood. This gives you a special attack that allows you to knock out opponents, although the harder they are the less time they remain unconscious. On a successful melee attack, roll a D20 + Str Modifier, the result of the roll is subtracted from the targets Constitution Score, if this would bring the target to a 0 Constitution Score the target is considered to be knock Unconscious. They then roll a Constitution Saving throw, the result is how long the target remains unconscious for
0 - 10 = 10 minutes
11 - 15 = 5 Minutes
16 - 19 = 1 Minute
20 + = 5 rounds - constitution modifier minimum of 1 round
This attack does not decrease the targets Constitution score, it only is decreased for the purposes of finding out if the target is knocked Unconscious by the attack. It is encouraged that the DM does not share the results of the Con Save.
Large Essence Reserves
Your Weapons can now hold more shots before needing to reload.
Pistols: 12 + Int Mod
Rifle: 10
Mobile shielding
(Minor)
While using your rifle from a prone position or an obscured position you gain a +2 your AC. The rifle extends a shield guard you are able to somewhat hide behind.
Neural link
(Minor)
You can now have supernatural accuracy with your pistols Add a +1 to hit with the pistol
Obscuring Illusions
(Major)
You have added an pulse distributor on your rifle that makes it hard for people making ranged attacks against you to hit you. Any attack made against you has dis-advantage
Replicator
(Major)
You may now expend a 2nd level spell slot and create a second pistol that mirrors your main pistol, with the following differences
- It deals Base damage and can only deal force damage
- can not benefit from other modifications
- The Essence Reservoir is a standard reservoir.
- Requires your bonus Action to attack with
This effect last for 1 round equal to your Intelligence modifier After which you must complete a Short rest or long rest before activating it again.
Activated at Higher level: When activating this modification using a spell slot of 3rd or higher increase the round duration by 2.
Bring forth the firestorm
Starting at 5th level, you gain access to either Run and Gun or Hunker down
Hunker Down
Starting at 5th Level, so long as you have the higher ground ( that is at least 10 feet or higher) from your target or you are able to attack in the first round before the target you gain advantage on your attacks. Additionally you gain a +2 to your AC
Run and Gun
Starting at 5th level, the gun smith that specialize in pistols are able to provide themselves with cover fire while moving from position to position. So long as you move 10 feet and attack you gain a +2 to your AC.
Lightning Reflexes
Starting at 9th level, you have mastered the art of the double tap, when making an opening in the enemies armor it is only expected of you to follow that shot up with another right after.. If you hit the target with a shot, you may use your reaction to make a second attack. If this attack hits deal double the damaged rolled. Once you have expended all uses of this ability you must complete a short or long rest before you're able to use this ability again.
Master of the Gun
Starting at 15th Level, your mastery of the firearms is unmatched, you gain access to Pistol Master or Rifle master
Pistol Master
Starting at 15th level you gain access to the following benefits
- Ricochet Shot - you can bounce your round off of up to 1 surface equal to your Intelligence modifier, you may ignore cover while using this.
- Shield Barrage - If your holding a shield, after an attack fails to hit you, you may use your reaction to make a opportunity attack as you willing your round through the shield allowing you to make the attack at advantage
- Full Assault - You unload your pistol full essence reserve, for every round you have add 2d6 to the damage. Once you have used this feature you must expend a 3rd level spell slot or higher to reload.
Rifle Master
Starting at 15th level, you gain access to the following abilities.
- Fatal Shot - You now crit on a 18 - 20 , additionally if you roll a critical hit triple the rolled damage, do not double the dice. Sneak attack dice nor are Overcharge dice counted as triple while using this feature.
- Magic Bullet - When you make an attack that hits a target, compare that same attack roll to any target with in a 20 foot radius. You may choose up to your intelligence modifier in targets before known if the attack hits them. If the attack hits deal your artificer level in damage to the chosen targets if the attack hits in force damage. You must expend a 3rd level or higher spell slot in order to use this ability.
- Overwatch - Any target moving further than 10 feet from one of your allies, either away or towards, you may use your reaction to take a shot, if the shot hits deal 10 force damage, and their movement must stop. They must Succeed at a DC 15 Constitution Save or they are reduced to half speed for 5 rounds.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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6/14/2020 7:17:32 PM
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23
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5
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1.0
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Coming Soon
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