Base Class: Artificer
The Gunsmith specializes in crafting and utilizing explosives and firearms. The Gunsmith utilizes alchemical expertise in combination with their tinkering to augment and modify their arsenal. Combining technological marvels and ingenuity, the Gunsmith is a force to be reckoned with.
Tool Proficiency
3rd-level Gunsmith feature
You gain proficiency with Alchemist's Supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Gunsmith Spells
3rd-level Gunsmith feature
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.
You gain access to a modified version of the true strike cantrip. You must look down the sights of an equipped firearm as the somatic component of this cantrip, and its range is equal to the long range of the firearm you use for the somatic component.
Gunsmith Spells
| Artificer Level | Spell |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Firearm Specialist
3rd-level Gunsmith feature
At 3rd level, you learn how to craft firearms, whether through magic or through a special chemical mixture that replicates gunpowder. If you craft a firearm or firearm ammunition, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
Additionally, you may use firearms you craft as a spellcasting focus.
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with one-handed firearms, and you may use a one-handed firearm you are holding to make an opportunity attack. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with two-handed firearms if the hostile creature would have disadvantage on its attack.
Modified Rounds
3rd-level Gunsmith Feature
At 3rd level, you can imbue the bullets you create and are using with traces of energy or chemicals. Once per turn, when you hit a creature with a ranged firearm attack, you can expend one spell slot to deal additional damage to the target of the same type as the weapon’s damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. Additionally, you can apply one of the following effects.
Forceful Bullet. When you use your modified bullet, you can change the extra damage die to d8s, and you deal an extra 1d8 damage for every two spell levels beyond the first.
Piercing Bullet. When you use your modified bullet, your attack becomes a 30 ft. long and 5 ft. wide line originating at the point of initial impact. Targets beyond the point of impact and within the line must make a dexterity saving throw, taking full damage equal to the initial impact damage on a failed save and half as much on a successful one. This attack can pass through many barriers, but is blocked by 1 foot of stone, 3 inches of common metal, 3 feet of wood or dirt, or equivalent obstacles. For every spell level beyond the first, the length of the line increases by 5 ft.
Repelling Bullet. When you use your modified bullet, the target must succeed a strength saving throw against your spellcasting save DC or be pushed 15 ft. away from you. For every spell level beyond the first, the target is pushed an additional 5 ft.
Explosive Bullet. When you use your modified bullet, you can cause the bullet to explode. Each creature within a 5ft radius of the creature you hit must make a dexterity saving throw. On a fail, they take damage equal to the damage taken by the creature you hit, or half as much on a successful save. For every spell level beyond the first, the radius of the explosive bullet increases by 5 ft.
Extra Attack
5th-level Gunsmith feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Rapid Unscheduled Disassembly
5th-level Gunsmith Feature
Whether considered a brilliant architect or local menace, you qualify as a "Siege Monster." Whenever you deal damage to a non-magical object or structure, you double the damage rolled, regardless of whether it is your intended target or collateral damage.
Fastest Gun in the West
9th level Gunsmith feature
You have learned to enhance the fire rate of firearms you craft, and are able to use them masterfully. When you take the attack action with a firearm, you may use a bonus action to make an additional attack with that weapon. The number of attacks you can make with this bonus action increases by 1 when you reach 18th level in this class. Additionally, if you are using the firearm rules from Critical Role, firearms you may repair a misfired or broken firearm as a bonus action.
You add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
Vicious Critical
15th-level Gunsmith feature
Your firearm attacks score a critical hit on a roll of 19-20.
Whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.
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