Base Class: Artificer
Firearms are a new technology being share around the world, so it makes sense for the magical engineers to get their mittens to make the ultimate firearm. As a Gunsmith, you will create and wield weapons of your own design and imbue them with all sorts of magical ammunition.
While the Artillerist focuses on expert wand slinging and summoning eldritch cannons, the Gunsmith makes a single weapon of amazing potential with the use of different magical ammunitions that provide a variety of boons on the battle field
Bonus Proficiencies
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 expeditious retreat, witch bolt
5th misty step, pyrotechnics
9th blink, enemies abound
13th elemental bane, summon construct
17th far step, swift quiver
Arcane Firearm
At 3rd level, you forge an Arcane Firearm using a combination of arcane magic and your tinkering prowess. It is a ferocious weapon that fires recycled bullets made of shrapnel that can punch through armour with ease.
Whenever you finish a short or long rest you can create an Arcane Firearm. When you attack with the Arcane Firearm, you can add your Intelligence modifier, instead of Dexterity, to the attack and damage rolls. Any other that attacks with the firearm must use their Dexterity. The Arcane Firearm is considered a simple ranged weapon with the ammunition and loading property a normal range is 120 feet, and a maximum range if 300 feet. The Arcane Firearm has 2 models you can chose between, which you decide whenever you create a firearm. You can create 1 Arcane Firearm at once, but that number increases to 2 at 5th level and 3 at 9th level.
Dragon Pistol. You design this firearm to be small, light and easy to conceal. It has the following features:
The Dragon Pistol has the Light property and does 2d6 piercing damage. Whenever you hit a creature with the Dragon Pistol, you can mark that creature. Whenever you hit a marked creature with an attack you deal extra damage equal to you proficiency modifier.
Wyvern Rifle. You design this firearm to be a large, long range weapon that is capable of large amounts of damage. It has the following features:
The Wyvern Rifle has the Two-Handed property and does 2d8 piercing damage. The Wyvern Rifle is fitted with a optical scope, whenever you make a perception check the relies on sight using the scope, you gain a bonus to that roll equal to you intelligence modifier (Minimum of +1). Furthermore, attack made beyond the weapons short range distances do not have disadvantage.
Arcane Ammunition
At 3rd level, you learn to create ammunition for your arcane firearms, both mundane and magical.
At the end of a long rest, you can create 20 shrapnel bullets for your arcane firearms normal attacks and a number of magical charges equal to your proficiency modifier, charges expire at the end of your next long rest and can no longer be used. The magical charges must be loaded into the firearm as a bonus action, once loaded a creature can fire the weapon as normal and gain the benefits of the magical charges. Once the Arcane Firearm is used with a charge in it, the effects of the charge are lost. If a creature has to make a save against your charges, it does so against your spell save DC. To begin with, you only have 1 type of charge, at 5th level you gain 2 types of charges, at 9th you gain 3 types of charges and at 15th you gain 4 types of charges. The types of charges you can pick from include:
Flame Charge. Next time you fire your arcane firearm with this charge in it, the bullet shoots out like a small ball of fire. On a hit, the bullet does an extra 1d4 fire damage and if the target is a creature, it must succeed on a Dexterity saving throw or be on fire. A target on fire takes 1d4 fire damage at the start of their turn until they use an action to put the fire out. the damage of the fire damage increases to 2d4 on a hit at 9th level.
Thunder Charge. When you load this charge into the firearm, it sparks and glows with magical energy. Next time you fire the firearm, you fire a blank that does no damage but is audible up to 300 feet away. Instead of making a weapon attack, make a Intelligence (Intimidation) check against a creature. You are proficient in Intimidation when you use this charge, if you're already proficient you may add double your proficiency modifier instead. If the ability check beats the creatures the creatures passive insight, they are frightened by you for a number of minutes equal to your proficiency modifier. While frightened this way the creature cannot lie to you and you have advantage on charisma checks made against the creature.
Lightning Charge. Next time you fire your arcane firearm with this charge in it, the bullet shoots out as a long bolt of lightning. Instead of making a weapon attack, you fire a bolt of lightning in a 120 ft long, 5 ft wide line. Each creature in that line must make a Dexterity saving throw or take 2d6 lightning damage on a failed save and be knocked prone. A creature that succeeds takes half as much damage and is not knocked prone. The damage of the lightning increases to 4d6 at 9th level.
Frost Charge. Next time you fire your arcane firearm with this charge in it, the bullet shoots out as a wide spread of frost and ice. Instead of making a weapon attack, you fire a 15 foot cone of ice. Each creature in the cone must make a Constitution saving throw or take 1d10 cold damage on a failed saving throw and have their movement speed halved until the start of your next turn. A creature that succeeds takes half the damaged and does not have their movement speed halved. The damage of the cold increases to 2d10 at 9th level.
Stealth Charge. When you load in this charge you become invisible for 10 minutes. The invisibility ends early if you cast a spell or make an attack against a creature. If you attack with your Arcane Firearm while invisible by the charge, the attack does an additional 1d12 force damage on a hit. The force damage increases to 2d12 at 9th level.
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. Furthermore, you ignore the loading property of your Arcane Firearms.
Gunners Maneuver Gear
Starting at 9th level, you have developed a set of gear that can assist you in maneuvering the battlefield. This gear could look like a giant set of mechanical wings, a jetpack with limited fuel, a belt with grapplehooks to propel you across the terrain or anything else you can think of.
As a bonus action you can activate your Maneuver Gear to take the Dash or Disengage action. When you do so, you gain a flying speed equal to your walking speed until the end of your current turn.
Top Gunner
At 15th level, your tinkering and testing has enabled you to create the biggest breakthrough with your Arcane Firearms.
At the end of a short or long rest you can modify your 20 Shrapnel Bullets that you make do be infused with different magic. Pick either Fire, Cold, Lightning, Thunder or Acid, those 20 Shrapnel Bullets now deal the chosen damage type instead of piercing damage. All weapon attacks made with your Arcane Firearms are considered magical.
Furthermore, each of your Firearms have a special action that you can take described below. Once you use one of the special actions with a firearm, its special action cannot be used again until you finish a long rest. Any creature can take this special action as long as they wield the firearm and are proficient in it.
Dragon Pistol. As an action, the Dragon Pistol can perform a Mortar Launch. A 30 foot radius explosion happens centred at a point within 300 feet of the weapon. Any creature caught in the explosion must succeed on a Dexterity saving throw against your spell save DC or take 4d8 Acid, Cold, Fire, Lightning or Thunder damage (your choice).
Wyvern Rifle. As an action, the Wyvern Rifle can perform a Knockout Snipe. Make a single weapon attack against a creature within 1000 feet of the weapon, this attack is made with advantage. This attack does not benefit from features or abilities that allow the creature firing the weapon to attack multiple times with the same action. On a hit, the weapon does 6d6 force damage, if the target is not reduced to 0 hit point, it must succeed on a constitution saving throw against your spell save DC or fall unconscious for 1 minute or until it takes damage.
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