Artificer
Base Class: Artificer

     asasdasdasddasdasd

Tools of the trade

 

Proficiencies. 

You gain proficiency with Gunsmiths Tools, a special set of tools for making, upkeeping and modifying firearms. You also gain Gunsmiths Tools for free—the result of tinkering you've done as you've prepared for this specialization.

Crafting. 

If you craft or modify a firearm, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Firearm Bond

Starting at 3rd level, you can bond with a crafted firearm to imbue it with magical; energy. Over the course of one hour, you attune your firearm to your arcane powers, imbuing it with a portion of your magical essence. You can use this firearm as a spellcasting focus for your Artificer spells. The weapon ceases being your spellcasting focus if you die, if you perform the 1-hour ritual on a different firearm, or if you use a one-hour ritual to break your bond to it.

Modifications

Starting at 3rd level, you have learned how to use firearms with great efficiency, however you have also realised they could be made much greater with the addition of modifications. Work with your DM to figure out the specifics of the cost, time and materials required to make modifications to your firearms. Here are some examples:

Close-Range Barrel

50 gp and three days of work.

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

Heavy Ammunition

1,5 X the standard cost of the ammunition.

Your firearm deals +1 damage

Enhanced Sights

150 gp and a week of work.

Add +1 to your ranged attack rolls

Long-Range Barrel

50 gp and three days of work.

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

Scatter Shot

75 gp and five days of work.

Your guns range is reduced to 30/90 feet. As an Action, you can target one creature and all creatures with 5 feet of it. Make a single attack roll. Any creatures that would be hit take damage from your weapon

Silencer

50 gp and five days of work.

If you start the turn hidden form an enemy and take the attack action with your bonded firearm during your turn, you may make a Stealth check equal to 5 X the number of shots fired with your Bonded firearm to remain hidden at the end of your turn.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Firearm Casting

At 9th level, you can cast a spell into a firearm. The spell is stored in the firearm until you use the attack action to cast the spell, until you cast another spell into the firearm, or until the end of the next short or long rest.

When you take the attack action with that firearm you can cast the spell except the spell’s range is the range of the firearm.

Signature Piece

Starting at 15th level you can create/upgrade one firearm of your choice making it your "Signature Piece". You must take 8 hours and double the cost of the weapon to be able to bond with your "Signature Piece". Once you have done so, you can have two infusions on a single firearm of your choice. Additionally you can store this firearm in an extra dimensional space that only you have access to, apparating and dismissing it with a bonus action. Lastly your "Signature Piece" no longer has a misfire score. 

Comments

Posts Quoted:
Reply
Clear All Quotes