Artificer
Base Class: Artificer

You've mastered the art of using magic and firearms. The Arcane Gunsmith uses their skills in these two arts in creative ways, from manipulating the ability of their firearms to imbuing magic into bullets. The skills of an Arcane Gunsmith are well suited for dealing heavy amounts of damage very quickly. 

 

Developer Note: This class is still in on going development. Please leave any feedback or questions on the class you have so that it can be addressed in a future update. Thank you!

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. Additionally you know how to craft guns and ammunition. 

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.

Arcane Gunsmith Spells

Artificer Level Spell

3rd

Guiding Bolt, Expeditious Retreat, Shield

5th

Shatter, Misty Step

9th

Counterspell, Fireball

13th

Dimension Door, Greater Invisibility

17th

Telekinesis

Ready, Aim, Fire

When you reach 3rd level, your combat training and your experiments with firearms have paid off in many ways:

  • You gain proficiency with firearms
  • You may use a firearm as an arcane focus
  • You may use your INT modifier when attacking with firearms instead of your DEX modifier. 
  • You learn how to augment your firearms with magic. Select two augmentations from them chart below.  You may select one additional augmentations at 9th level
Chaos Weapon

Available at 9th level: Choose Fire, Thunder, or Cold. Firearms now deal damage of that type instead of force. You may change this type during a short rest. 

Close-Range Barrel

You do not suffer disadvantage from making ranged attacks within 5 feet of a creature. 

Heavy Ammunition

Your firearm deals +1 damage

Homing Bullet

Available at 9th level: Once per round, when you miss on an attack roll, you may reroll the attack die. You must use that new roll

Iron Sights

Add +1 to your ranged attack rolls

Long-Range Barrel

You do not take disadvantage from firing at long-range with firearms. 

Quick Draw

Available at 9th level: You may use your reaction to attack with your firearm when an enemy provokes an attack of opportunity

Scatter Shot

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

Silencer

Firing your weapon does not produce a sound

Toxic Bullets

Available at 9th level: Whenever you deal damage with a firearm, the target must make a CON save of DC 15 or be poisoned.

Magic Bullets

Starting at 3rd level, you've learned how to augment your bullets with magic. Whenever you finish a long rest, you may create up to 2 infused bullets per long rest. This number increases to 3 at level 15. You may infuse one 1st level spell or cantrip per bullet. At 9th level, you may infuse 2nd level spells At 15th level you may infuse up to 3rd level spells subtracting one from your total number of bullets you can create. These bullets store up to one artificer spell that you know how to cast and have prepared for the day. If the spell can be cast at a higher level, you can may store it at a higher level if you can store spells of that level and subtracting the appropriate amount from the total bullets you can create. Bullets cease to be magical after a long rest.  When you fire these bullets, the spell stored within them is cast upon impact. The target is the same as the target of the attack. The attack roll of the spell is the same as the attack roll of the bullet. On a miss, the spell fizzles and the bullet ceases to be magical. If the spell has a radius, the radius centers around the the target of the attack. If the spell requires a saving through, use your spell casting DC. You may not infuse spells that require concentration in this way. If another person attempts to use one of you magic bullets, the magic fades from the bullet it becomes a regular bullet. 

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Firearms Expert

At 9th level, you've mastered shooting with firearms. You gain the following benefits

  • You no longer take disadvantage long range or when within 5 feet of a hostile creature when attacking with ranged weapons
  • You ignore half and three-quarters cover when using a firearm
  • You can select one additional Augmentations, you may also change any augmentations you already know to a different augmentation.

Arcane Bullet Mastery

Starting at level 15 you can now store 3 magic bullets. Additionally, your firearms can now channel additional magical energy.  Once per round, when you successfully attack a target with a magic bullet, you may choose one the following and may do so twice per long rest. You may not use this feature more than once per round:

  • The magical energy from your bullet returns to you. You recover one spell slot less than or equal to the spell level in the magic bullet or lower. 
  • The magical energy from your bullet becomes volatile dealing an additional 3d6 force damage to any creature or object affected by the spell stored in the magic bullet. 
  • The magical energy from your bullet lingers long enough for you to channel it. You can use this energy to heal up to 3 targets you can see within 30 feet for 3d6 health.

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