Base Class: Artificer
When firearms were first introduced, they took the world by storm. Of course whenever a new toy comes out, there will be those who seek to push its’ limits. Removing the ammunition issues by having the firearm fueled by arcane means, was just the start. An arcane gunslinger seeks to bring the most out of their new chosen weapon.
Tool Proficiency
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.
Gunslinger Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Gunslinger Spells table. These Spells count as Artificer Spells for you, but they don’t count against the number of Artificer Spells you prepare.
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Gunslinger Spells |
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3rd Level |
Shield, Hunter’s Mark |
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5th Level |
Scorching Ray, Branding Smite |
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9th Level |
Counterspell, Conjure Barrage |
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13th Level |
Freedom of Movement, Dimension Door |
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17th Level |
Banishing Smite, Conjure Volley |
Arcane Firearm
Beginning at 3rd level, you begin to construct an arcane firearm to suit your unique brand of gunslinger style. After a long rest, you can use smith’s tools or tinkerer’s tools to create a firearm fueled by arcane energy. You gain the following benefits while wielding this firearm:
- You can use the arcane firearm as a spellcasting focus for your artificer spells.
- The firearm is a ranged martial weapon for which you are proficient with and can bear one of your infusions if it meets the prerequisites.
- The firearm uses your Intelligence modifier for attack and damage rolls
The firearm continues to function until you create another arcane firearm or you die.
Firearm Model
Beginning at 3rd level, you can customize your Arcane Firearm. When you do so, choose one of the following firearm models: Coil Pistol or Plasma Rifle. The model you choose gives you special benefits while you wield it.
You can change the firearm’s model whenever you finish a long rest, provided you have either smith’s tools or tinkerer’s tools in hand.
Coil Pistol: Favoring speed and style over raw power, a gunslinger who adopts the Coil Pistol model wields a small handgun to fire multiple shots at once. It has the following features:
- weight: 5lbs
- Range (30/120)
- Light
- Damage: 1d6 piercing
- The number of shots you can fire during a single action increases when you reach higher levels in this subclass: two shots at 5th level, three at 11th level, and four at 17th level. The shots can target the same creature or different creatures. Make a separate attack roll for each shot.
Plasma Rifle: Armed with a large two-handed firearm, a gunslinger who adopts the Plasma Rifle model can inflict massive damage in a single shot. It has the following features:
- Weight: 10lbs
- Range (120/400)
- Two-Handed
- Damage: 1d10 piercing
- The damage increases when you reach higher levels in this subclass: 2d10 at 5th level, 4d10 at 11th level, and 6d10 at 17th level.
Weapon of Choice
Through hours of laborious tinkering, you can customize your arcane firearm further with various upgrades. Starting at 5th level, pick two minor upgrades and one major upgrade from the Firearm Upgrades list detailed below. If an upgrade has a prerequisite, you must meet that prerequisite in order to benefit from the upgrade. You gain one additional major upgrade at 9th level, and one additional minor upgrade at 15th level.
Whenever you finish a long rest, you can replace any of your Firearm Upgrades with a different one. You cannot have more than one major upgrade equipped before 9th level and no more than two major upgrades equipped after 9th. You must still meet the prerequisite of an upgrade in order to benefit from it.
Scoundrel’s Wit
At 9th level, you gain proficiency with the two of the following skills: Deception, Persuasion, or Sleight of Hand. Additionally, your intelligence gives you a roguish charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Intelligence modifier (minimum of +1).
Combat Maneuver
At 15th level, you gain one of the following features of your choice.
- Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.
- Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
- Quick Draw. When a creature enters your arcane firearms normal range for the first time in a turn, you can use your reaction to make a ranged attack against that creature.
Firearm Upgrades
Minor Upgrades
- Extended Barrel. Attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls.
- Sniper Scope. Your ranged weapon attacks ignore half and three-quarters cover.
- Silencer. If you start your turn hidden from an enemy and take the attack action with your arcane firearm, you may make a Stealth check to remain hidden at the end of turn. The DC equals 10 + 5 times the number of shots fired with your arcane firearm.
- Crosshairs. If you haven't moved this turn, you can aim down your sights as a bonus action, reducing your speed to 0 and granting you advantage on all attacks you make using your arcane firearm until the end of your turn.
- Swift Trigger. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.
- Grooved Barrel. Prerequisite: 9th Level. You gain a +2 bonus to attack rolls you make with ranged weapons.
- Elemental Converter. Choose one of the following damage types: acid, cold, fire, lightning, thunder, or force. Your arcane firearm deals damage in the chosen type. You may spend a bonus action to change the damage type, which lasts until you change it again.
Major Upgrades
- Sniper Barrel. Prerequisite: Plasma Rifle. Whenever you are hidden from a creature and hit it with your arcane firearm, you deal extra damage equal to your artificer level.
- Interception. Prerequisite: Coil Pistol. Whenever a creature hits a target with a range weapon attack within your arcane firearm’s normal range, you can use your reaction to deflect the attack with a shot from your arcane firearm. When you do so, the damage the target takes from the attack is reduced by 1d6 + your Intelligence modifier + your artificer level. Once per turn, if you reduce the damage to zero, you can take an additional reaction this round.
- Homing Bullet. Prerequisite: Plasma Rifle, 9th Level. Once per turn, when you miss on an attack roll, you may reroll the attack die. Hit or miss, you must use the new roll.
- Flicker Trigger. Prerequisite: Coil Pistol, 9th Level. Whenever you attack with your arcane firearm, you may teleport up to 10 feet before or after each attack to an unoccupied space you can see.
- Charged Rounds. As a bonus action, you can charge your weapons with blazing force. Until the start of your next turn, whenever you make a successful attack, you deal extra damage equal to half your artificer level, rounded up. You can charge your weapons this way a number of times equal to your Intelligence modifier (minimum of once), and regain all uses after a short or long rest.
- Explosive Round. As a bonus action, you can charge your weapon with explosive force. Whether you hit or miss, the next attack you make explodes on impact. All creatures within a 10-foot-radius sphere centered on the target must make a Dexterity saving throw. A creature takes your arcane firearm’s damage on a failed save or half as much on a success. You can charge your weapons this way a number of times equal to your Intelligence modifier (minimum of once), and regain all uses after a short or long rest.
- Piercing Rounds. Prerequisite: 15th Level. Your arcane firearm is built to cut through a creatures defenses. The damage dealt by your arcane firearm, including damage dealt via Firearm Upgrades, ignores resistances and immunities. In addition, when you roll damage for your arcane firearm, you can treat any 1 on a damage die as a 2.
- Light ‘Em Up. Prerequisite: 15th Level. As a bonus action, you can either throw or set down a small explosive. If thrown, the explosive has a range of 30 feet and detonates immediately on impact; if set down, the explosive can be detonated remotely from up to 60 feet away as a reaction. When detonated, each creature within a 15-foot radius of the explosive must make a Dexterity saving throw, taking 12d6 force damage on a failure and half as much on a success. Once you use this feature, you cannot use it again until you complete a short or long rest.
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Posted Dec 3, 2025Just to let you know this subclass if bugged, the Gunslinger Spells don't show up properly and you can to select between them - at the wrong level - so you don't get all the spells you need.
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Posted May 1, 2023Charge shot and explosive round are way OP
Charge shot should be a flat -5 to hit +10 damage per shot.
Explosive shot needs a slight rewording: instead of making an attack roll each creature in a 10 foot radius rolls a Dex save. They take damage equal to your arcane firearm’s base dice damage on a failed save or half on a success.
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Posted Aug 30, 2022i like the concept of this subclass, nicely done
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Posted Jun 10, 2022I was wondering would I have to make a coil pistol homebrew item or does it show up