Artificer Specialist: Master Gunner
The master gunner is someone who has studied magic to create magical weaponary. They weave magic into firearms to unleash powerful shots of energy. Over time they learn to improve their firearms through careful study.
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..
Master Gunner Spells
Starting at 3rd level, You always have certain spells prepared after you reach particular levels in this class, as shown in the Master Gunner Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Artificer level | Spell |
---|---|
3rd | Shield, Hunter's Mark |
5th | Misty Step, Melf's Acid Arrow |
9th | Conjure Barrage, Lighting Bolt |
14th | Greater Invisibility, Dimension Door |
17th | Conjure Volley, Mislead |
Arcane Firearm
At 3rd level, your tinkering has allowed you to craft an arcane firearm. At the end of a long rest, you can create a new arcane firearm if you have your smith's tools with you. If you already have an arcane firearm from this feature, the first one is immediately destroyed. You have proficiency with these weapons. You can use intelligence instead of dexterity/ strength for determining attack and damage rolls. As an action you can switch from one firearm to another. You can use your firearm as a spellcasting focus.
Arcane Firearm | Effect |
---|---|
Steam Rifle | This firearm builds up pressure in the chamber to fire ammunition at long range. It has a normal range of 150 feet and a long range of 500 feet, and it deals 2d6 piercing damage on a hit. It also crits on a 19. This firearm misfires on a 3 or lower. Reload 1. |
Blaster | This weapon uses a powerful discharge to break the ammunition into small shrapnel, it has a normal range of 5 feet and a long range of 20 feet, and it deals 3d6 piercing damage to a single target at disadvantage or 1d6 piercing damage to 3 targets within 5ft of each other. This firearm misfires on a 2 or lower. Reload 2. |
Silenced Pistol | This firearm is silenced through a compressed silence spell. It has a normal range of 60 feet and a long range of 240 feet, and it deals 1d8 piercing damage. This firearm does not immediately reveal you once shot. Reload 6. |
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended during a long rest. Everyone other than you that uses these firearms increase the misfire score by 1.
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Specialized infusions
Also at 5th level, you can improve your weapons better than ever. You can have up to two infusions on the arcane firearm at the same time. Three at 9th level, and four at 15th level.
Improved Weaponary
At 9th lvl, through careful study you have unlocked new abilities of your firearms. You can use this feature a number of times equal to your intelligence modifier.
Steam Rifle - Once per turn, before you attack a creature with this firearm, you can load an explosive bullet into the chamber. The creature hit by your attack suffers an extra 1d6 fire damage.
Blaster - Once per turn, before you attack a creature with this firearm you can choose to load a concussive blast into the chamber. The creature/creatures hits must make a dexterity save against your artificer spell save DC or be pushed 20 feet.
Silenced Pistol - Once per turn, after you hit a creature with this weapon you can cast blindness/deafness on the creature.
Bullseye
At 15th level, you become even more deadly with a firearm. As a bonus action, you steady your aim and concentrate. When you do so, roll your next attack with advantage. If the attack hits, double the damage.