Artificer
Base Class: Artificer

The Gunsmith is an Artificer that wants to explore the idea of powder weapons. Always interested in big flashy explosions and the experimentation of such effects. These experiences have led this Artificer into making these weapons, their ammunition and the ability to augment them with magic.

Tools of the Trade

You gain proficiency with smith's tools. You also craft a firearm while preparing for this specialty. Discuss with your DM on what this is.

Gunsmith Spells

Gunsmith Spells

Arcane Spirit

Starting at 3th level you gain Arcane Spirit points equal to your intelligence modifier (minimum of one). These points are used to activate the various abilities that the Gunsmith uses. You regain all the points in a long rest, 1 on a short rest and 1 if you cast a spell of first level or higher.

 

Firearm Infusions

At 3rd level, you gain the ability to magically augment your firearm attacks using your Arcane Spirit points. You get two of these special shots at 3rd level, 5th level, 9th level and 14th level. You can also replace one of these choices whenever you gain a level in this class.

You must declare that you are using these shots before you make your attack on your turn

The saving throw DC for these shots is 8 + your proficiency bonus + your Intelligence modifier.

Arcane Ricochet

If you miss an attack with your firearm, you can cause a small wall of force to appear to ricochet the shot back to your initial target. You can use your reaction and 1 Arcane Spirit point to cause your attack to shoot back towards your target with an bonus equal to your proficiency bonus.

Bullet Barrage

You can spend 1 Arcane Spirit points to cause your next attack to replicate bullets to deal damage in a 20ft cone originating from yourself. All targets must make a Dexterity saving throw or take damage equal to one firearm attack. If they succeed the saving throw they only take half damage.

Charged Shot

You can expand one or multiple arcane spirit points in order to increase the damage of your next attack by 1d10 force or thunder damage for each arcane spirit point spent. Also for each arcane spirit point that you use, you decrease your roll to hit by 2 to a maximum of a minus 6 to the roll.

When you reach 9th level in this class the damage die increases to 1d12.

Elemental Ammuntion

You can spend 2 Arcane Spirit points to change the nature of your ammunition to deal 1d6 bonus damage with your firearm attacks. This effect lasts 10 minutes and you can choose from acid, cold, fire, force or lightning damage. You must choose the damage type when activating this effect.

The damage increases to 1d8 at 9th level and 1d10 at 15th level.

Flare

You can spend 1 Arcane Spirit point to cause your next firearm attack to deal fire damage instead of piercing damage. If this shot hits, it sticks to the target and causes them to lose all forms of stealth and invisibility.

At the start of their turn while they have the bullet stuck in them, they take 1d4 fire damage. This damage increases to 1d6 at 5th level and 1d8 at 9th level. They also shed bright light from them in a 10ft radius and dim light 10ft after that.

They can use their action on their turn to remove the bullet.

Flashbang

You can spend one Arcane Spirit point to cause your next firearm attack to deal radiant damage and explode into a bright light causing all creatures within 15ft of the target to make a Constitution saving throw or become stunned for one round and blinded for the next round. If they succeed the saving throw they are blinded for one round.

The target of the attack has disadvantage against this saving throw if the attack hits.

Imprisonment Shot

You can spend 3 Arcane Spirit points to cause your next attack to trap your target. The target needs to be Large or smaller to be affected by the shot. You cause the shot to encase the target in a cube of force, they must succeed a Dexterity saving throw or be trapped. If the shot misses they have advantage on this saving throw and if you hit with a critical strike they have disadvantage.

The cube lasts for 1 minute, has 60 hit points, and can be removed by dispel magic.

If the target attempts to teleport out of the cube, they take 2d6 force damage and do not leave the cube.

Shunting Shot

You can spend 1 Arcane Spirit point to cause your next firearm attack to shove the target hit 10ft away from you if it hits. They must also succeed a strength saving throw or be knocked prone.

Extra attack

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

 

Spell Shots

At 9th level you gain the ability to cast spells through your bullets. Whenever you take the attack action on your turn, you can forgo one of the attacks in order to cast a spell through the other attack. If the spell is targeted, such as a Fire Bolt, you can make the spell originate from the place where it was shot to and fire the spell at another target within range. It is the same with a spell like Fireball. If the spell requires a saving throw it is used against the target that you use your attack against.

Bullet Time

Your constant use of your firearm and the infusions that are applied to them allows you to bring that magic into yourself and amplify your natural abilities.

At 15th level you can extend your turn twice a day to include an entire extra turn. This effect takes no action and you gain an extra action, bonus action, and movement. 

Until the start of your next turn you gain 3 AC, you get advantage on all dexterity checks, enemies get disadvantage when they attack you, and you get 2 reactions.

You may use this feature twice and it resets at the next dawn.

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