Base Class: Artificer
Gnomish Special Forces
Gunsmithing
3rd-level Gnomish Special Forces feature
You gain proficiency with firearms. Use may also use them as a spellcasting focus for your Artificer Spells.
Additionally, you may construct firearms. You require half the gold value of the firearm worth of materials and at least 8 hours of mostly uninterrupted time to properly construct them. At 9th level, you may Draft them yourself. Work with your DM to determine the cost, time, and difficulty necessary for construction.
When you construct a firearm, you must roll a tinkers tools check against the DC of the firearm which is determined by your DM in secret.
Gnomish Special Forces Spells
3rd-level Gnomish Special Forces feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Gnomish Special Forces Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Gnomish Special Forces Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Tactical Modifications
3rd-level Gnomish Special Forces feature
At 3rd level, you may empower your firearm with additional damage and effects. These are called Mods, and are listed below. You may select 2 Mods from the list. You gain additional options as you gain levels in this class: you may choose 1 more options at 5th level; 1 more at 9th level; and 2 more options at 15th level. Whenever you gain a level in this class you may switch ONE of these options out for another one in which you have met the level requirements of.
You may use this feature a number of times equal to your proficiency bonus, and regain all expended uses on a short rest.
Mods
Modifications are presented in alphabetical order.
Arcane Auto Shot
(Requirement: 15th level)
As an action, you may expend a use of your Tactical Modifications to hit multiple targets. Every creature of your choice within a 30 feet cone must succeed on a Dex Save against you rspell save DC or take 4d8 Force Damage, only taking half damage on success.
You may increase this damage by 2d8 per additional expended use of your Tactical Modifications.
Blasting Shot
You may expend a use of your Tactical Modifications to knock a target prone. On the next hit you make with a weapon attack, you deal 1d8 thunder damage and the target must succeed on a Str Save against your spell save DC or be knock prone.
Blessed Shot
(Requirement: 9th level)
You may expend a use of your Tactical Modifications to deal 1d8 radiant damage on the next weapon attack that hits. If the target is a fiend or undead, you deal an additional 1d8 radiant damage.
Burning Shot
You may expend a use of your Tactical Modification to set a target on fire. The next creature you hit with a weapon attack will take 1d8 fire damage and an additional 1d8 fire damage at the start of each of their turns for 1 minute, or until a creature uses an action to douse the flames.
Chilling Shot
You may expend a use of your Tactical Modifications to slow a creature's movement. The next time you hit with a weapon attack, you deal 1d8 cold damage and the target must succeed on a Str Save against your spell save DC or their speed is reduced by 10 feet and they can't take reactions until the end of your next turn.
Corrosive Shot
(Requirement: 5th Level)
You may expend a use of your Tactical Modifications to attempt to corrode an item that a creature is holding or wearing. The next time you hit with a weapon attack, you deal 1d8 acid damage and the target must succeed on a Dex Save against your spell save DC or have one item the target is holding wearing(not including armor) destroyed, OR have it's AC lowered by 2 point(your choice).
Poisoned Shot
You may expend a use of your Tactical Modifications to poison a creature. On the next hit you make with a weapon attack, the target must succeed on a Con Save against your spell save DC or become poisoned for 1 minute. The poisoned creature also takes 1d8 poison damage at the start of each of their turns. The target may repeat this save at the end of each of their turns.
Stunning Shot
(Requirement: 5th level)
You may expend a use of your Tactical Modifications to stun a creature. The next hit you make with a weapon attack deals 1d8 lightning damage and the target must succeed on a Con Save against your spell save DC or be stunned until the end of your next turn.
Terrorizing Shot
(Requirement: 15th level)
You may expend a use of your Tactical Modifications to attempt to terrify a creature. On the next hit you make with a weapon attack, you deal 1d8 psychic damage and the target must succeed on a Int Save against your spell save DC or become paralyzed for 1 minute, taking 1d8 additional psychic damage at the start of each other their turns. A creature can repeat this saving throw at the end of each of their turns or any time the take damage from any other source beside you.
Withering Shot
(Requirement: 9th level)
You may expend a use of your Tactical Modifications to attempt to weaken a creature. On the next hit you make with a weapon attack, you deal 1d8 necrotic damage and the target must succeed on a Cha Save against your spell save DC or have their Strength, Dexterity, or Constitution Score reduced by 1d4.
Extra Attack
5th-level Gnomish Special Forces feature
You may attack twice, instead of once, whenever you take the Attack action.
Combat Engineering
5th-level Gnomish Special Forces feature
At 5th level, you are skill in the art of Artificing under pressure. You can make any tool check as a bonus action.
Timed Arcane Charge
9th-level Gnomish Special Forces feature
As an action, you may expend a spell slot to plant an invisible arcane charge. You must maintain concentration on the charge until you wish for it to detonate. You may maintain concentration on an amount of charges equal to your Intelligence modifier(min 1) for a maximum duration of 1 hour. Once you stop concentrating on the charges, all of them create a blast.
The radius of the blast is 10ft per level of the spell slot used. Any creature within the blast's radius must succeed on a Dex Save or take 2d8 force damage per level of the spell slot used, taking only half damage on a success.
Object and structures caught in the blast take twice as damage.
Expert Marksmanship
15th-level Gnomish Special Forces feature
At 15th level, you have gained a steady hand and a sharp eye. The range of all of your firearms is doubled.
Additionally, being prone imposes advantage on attack rolls made with firearms, instead of disadvantage.
Comments