Base Class: Artificer
Gunsmiths are experts on the craft and production of firearms. They know exactly how to take a gun apart and build theirs to easily be modifiable to suit their needs. Skilled gunsmiths can change their gun's parts in the middle of a fight to adapt to their surroundings, allowing them to kill with efficiency.
Guncrafting
Starting at the 3rd level you can craft a modifiable gun. Guns deal 1D10 Piercing as your damage and are a Dex weapon (uses the pistol stats). Your first gun is free, but all guns made beyond that cost 50 gold worth of materials to craft.
Your gun is not a magic item but can be used as an arcane focus. You choose whether the gun is a one or two-handed weapon, but either way it cannot be dual-wielded and does not gain any bonuses from being two or one-handed.
You also gain one barrel for free when you make your first gun. After that, they all cost their material components and 4 hours to craft any barrel from the list below. Once you have crafted a barrel it permanently exists. You may swap barrels as a bonus action.
When you gain this feature, you gain proficiency in Smith’s tools
Your gun also uses up ammunition, you start with 20 bullets for free, and can make 30 bullets with 1 gold and a long rest.
- Long Range Barrel - Double the range of your gun (both long and short-range). 30gp, a pipe.
- Scatter Barrel - Your guns range is reduced to 30/90 feet. As an Action, you can target one creature and any additional creatures with 5 feet of it. Make a single attack roll. Any creatures that would be hit take damage from your weapon. 30gp, a pepper grinder
- Grapple Barrel - When your attack hits a creature your size or smaller, as a bonus action you may cause that creature to become Grappled. On its turn, that creature may move only if it moves towards you or spends their action removing the grappling hook. Only one enemy may be grappled this way at a time. 30gp, a grappling hook.
- Rapidfire Barrel - You can fire a quick shot. As a bonus action, you make a single attack with your gun, dealing half damage on a hit. 30gp, a gear.
- Silent Barrel - Your attacks make no sound, allowing you to reroll a stealth roll after attacking to remain sneaking. 30gp, a feather
(Each barrel weighs 1)
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 |
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5th |
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9th |
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13th |
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17th |
Transmutation Chambers
Starting at 5th level, you can modify your guns chambers to automatically transmute your loaded bullets. Upon gaining this feature, you gain one Chamber for free. You may build additional Chambers using the chart below. When applied to your gun, a Chamber changes the damage type of your bullet to the type of that Chamber. You may change or deactivate a Transmutation Chamber as a bonus action.
- Fire Chamber - Alchemist's Fire, 60gp
- Cold Chamber - Ice, 60gp
- Lightning Chamber - Copper Wire, 60gp
- Necrotic Chamber - A piece of bone, 60gp
- Bludgeoning Chamber - A hammerhead, 60gp
- Poison Chamber - Nightshade, 60gp
- Radiant Chamber - Any Holy Symbol, 60gp
(Each chamber weighs 1)
Spellshots
Starting at 9th level, when casting a non-concentration spell that requires a ranged spell attack and targets only one creature, you may instead use your gun's weapon attack and add the spell's effect to the attack. The spell is considered to have automatically hit if the attack hits.
Bonus Attachments
Starting at 15th level, you may create additional gun parts. Guns can have up to 2 different bonus attachments. You cannot change attachments mid-battle. The tool and supply kits used to make the attachments are consumed in the process
- Advanced Sights - Add +2 to your ranged attack rolls. Glassblower’s tools, 100gp
- Quickchange Device - You create a device that allows you to change your barrel and chamber as a free action. Thieves’ tools, 100gp
- Clip of Unending Bullets - Your attacks use no ammunition. Bag of holding, 100gp
- Heavy Chassis - Your gun deals +1d6 damage matching your chamber's element. Smith’s tools, 100gp
- Rune of Explosions - When your bullets damage a creature, the attack explodes in a 5-foot sphere, dealing their damage to enemies who fail a Dexterity Saving Throw vs your Spell Save DC. Alchemist’s supplies, 100gp
- Arcane Engravings - You may spend a spell slot to add +1D4 damage per level of the spell slot used, with the damage type matching your chamber. Woodcarver’s tools, 100gp
- Barrel Extension - You may attach another barrel at the end of your barrel. Tinker’s tools, 100gp
(Each Attachment weighs 1)
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