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### Gunsmith A Gunsmith is a master of magical firearms, channeling their extensive arcane knowledge into instruments of explosive offense. Combining their intelligence and the versatility of their armaments, Gunsmiths are capable of fighting aptly in any scenario, making them formidable and unpredictable foes on the battlefield. #### Tool Proficiency *3rd-level Gunsmith feature*
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. #### Gunsmith Spells *3rd-level Gunsmith feature*
You always have certain spells prepared after you reach particular levels in this class, as shown in the Gunsmith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. ##### Gunsmith Spells | Artificer Level | Spell | |:---------------:|:----------------------------------------| | 3rd | hunter's mark, magic missile | | 5th | branding smite, scorching ray | | 9th | lightning arrow, thunder step | | 13th | gravity sinkhole, resilient sphere | | 17th | conjure volley, far step | #### Mystic Firearm *3rd-level Gunsmith feature*
Whenever you finish a long rest, you can use smith's tools to magically craft a *mystic firearm* in an unnocupied space within 5 feet of you. This mystic firearm is a weapon which properties are determined by its configuration. When you obtain your firearm, choose two of the following configurations, detailed at the end of the class features: blaster, handheld, sniper, or torrent. You gain access to these configurations. You can choose an additional configuration to utilize when you reach 9th and 15th level in this class. Whenever you gain a level in this class, Regardless of its configuration, your mystic firearm grants you the following benefits: - When you attack with your mystic firearm, you can use your Intelligence modifier, instead of Dexterity modifier, for the attack and damage rolls. - You can use the mystic firearm as an arcane focus for your artificer spells. - Your firearm counts as a ranged weapon for the purposes of applying your artificer infusions. If you have more than one mystic firearm, you can only infuse one, although the infusion's effects will apply to both weapons. - Your firearm magically produces its ammunition when it is fired, which immediately disappears after it hits or misses its target. As an action, you can expend a spell slot to change the firearm's configuration. Alternatively, at the end of a long rest, you can change the configuration of your mystic firearm if you have your smith's tools in your hands. Any infusions affecting the firearm remain in effect. Some features of your mystic firearms require your targets to make a saving throw to resist the effect. The saving throws use your spell save DC. #### Extra Attack *5th-level Gunsmith feature*
You can attack twice, rather than once, whenever you take the Attack action on your turn. #### Right Gun for the Job *5th-level Gunsmith feature*
You've learned to adapt your firearm to any possible scenario. When you reach this level in this class, you gain access to a special type of artificer infusion: gun modifications. Gun modifications are a type of infusion that can only be applied to your mystic firearm. When you add a modification to your firearm, it counts as an infusion for the purposes of the amount of infused items you can create and your infusions known. If a modification has a configuration prerequisite and you change the configuration of your firearm, this modification is then suppressed. If you change the firearm's configuration back, the modification is reactivated. Any modification with prerequisites that would be met in either configuration remain in the gun after its configuration is changed. Additionally, you gain one free infusion that does not contribute to your infusions known total. This infusion must be a gun mod, and it can be changed when you gain a level in this class like normal infusions, but only for other gun mods. The amount of extra infusions you gain from this feature increases to two when you reach 9th level in this class and to three when you reach 15th level in this class.
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\pagebreak #### Versatile Artillery *9th-level Gunsmith feature*
You learn to channel your arcane arts into the might and versatility of your weaponry. When you use your firearms to make a ranged attack, or when you utilize any class feature that deals piercing or force damage, you can choose whether you inflict piercing or force damage with the attack. Addtionally, your deep connection to your magical craft allows you to modify your mystic firearms on the fly. You can change the configuration of your firearm as a bonus action by expending a spell slot, so long as you have enough free hands to do so. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses of it when you complete a short or long rest. #### Potent Ordnance *15th-level Gunsmith feature*
Your mystic firearm gains additional benefits based on its configuration, as shown below. You can use these benefits from your firearm a number of times equal to your Intelligence modifier (minimum of 1), and these uses are maintained through configurations. You regain all expended uses of it when you complete a long rest. ***Blaster.*** When you make an attack, you can increase the range of the cone by 15 feet. When you do, you can either force all creatures to make a Strength saving throw, or be pushed back 15 feet from you or you can push yourself back 15 feet, opposite to the direction of the cone. ***Handheld.*** As an action, you cover an area in a hail of gunfire. All creatures in a 10 foot cube within your firearm's range must make a Dexterity saving throw. On a failed save, a target takes 4d6 force damage, or half as much on a successful one. ***Sniper.*** Your firearm can penetrate even the densest armor. Once per turn, when you hit a creature with an attack from your firearm, you can choose to force it to make a Constitution saving throw. On a failed save, it takes an additional 2d6 force damage, and its speed is reduced by 15 feet until the end of its next turn. ***Torrent.*** You rain energy blasts upon your foes. As an action, you can overcharge your weapon and immediately make three weapon attacks against any targets within your firearm's range.
> ##### Credit > "Rail gun" by DeVmarine on Deviantart \columnbreak #### Mystic Firearm Configurations Your mystic firearm assumes a configuration, with the following statistics: All your firearms have the Prone Firing property. Whenever you make an attack with a weapon with this property while prone, you don't suffer disadvantage on the attack roll. ##### Blaster **Damage:** 3d4
**Damage Type:** Piercing
**Properties:** Ammunition (range 15 feet), scattershot, two-handed
***Scattershot.*** When you make an attack with a Blaster, instead you shoot a 15ft cone of shrapnel in front of you. Each creature within range must make a Dexterity saving throw, taking normal damage on a failure or half as much on a success. ##### Handheld **Damage:** 1d6
**Damage Type:** Piercing
**Properties:** Ammunition (range 80/320), double draw, rapid shot
***Double draw.*** When you create your mystical firearm or change its configuration to handheld, you can create two handheld firearms instead of one. ***Rapid shot.*** Whenever you use your Attack action and attack with your handheld firearm, you can use a bonus action to attack with a different handheld firearm you're holding in your other hand. This attack with a bonus action adds no damage modifiers from your ability scores, as per Two Weapon Fighting rules. ##### Sniper **Damage:** 1d12
**Damage Type:** Piercing
**Properties:** Ammunition (range 200/1000), two-handed, loading, power shot. ***Power shot.*** When you hit a target, you can choose up to one additional target in a direct line up to 15 feet behind them. If the attack roll would hit their armor class, they take damage equal to half the damage of the original attack.. ##### Torrent **Damage:** 1d8
**Damage Type:** Piercing
**Properties:** Ammunition (range 150/600), two-handed
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\pagebreak ## Firearm Mods The heart of any artificer is their craft, and no two gunsmiths create the same weapon. Every gunsmith alters their firearm in specific ways to suit it to their needs, and are ready to change their settings in order to quickly adapt to whatever situation they find themselves in. The following modifications are presented in alphabetical order. ### Modification DC Some of these modifications require your targets to make a saving throw to resist the effect. The saving throws use your spell save DC #### Afterburner after you damage a creature with your firearm during an attack, you can choose to deal 1d6 fire damage to the target, in addition to the weapon's damage. This feature's damage increases to 2d6 when you reach 9th level. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses of it when you complete a long rest. #### Bayonet Blade You install a small blade to the barrel of your firearm, giving you an edge in melee combat. Your mystic firearm counts as a shortsword for the purposes of making melee attacks, and you can apply infusions with the prerequisite of a simple or martial melee weapon to your firearm while this modification is active. #### Combustion *Prerequisite: 15th level, blaster configuration*
Your weapon's energy is unleashed in the form of raging fire. As an action, you can cover all creatures in a 15 foot cone originating from you in blazing flames. Creatures inside the cone suffer the normal effects from your firearm's attack, and are set on fire. At the start of its turn, an affected creature must make a Constitution saving throw. On a success, the effect ends; on a failure, they take 2d6 fire damage. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses of it when you complete a long rest. #### Dazzling Light Your weapon aims to aid and to hamper. Your firearms can emit light in a 60 foot cone originating from it. You can extinguish or activate this light as an action. Before you make an attack roll, you can declare it as a dazzling shot. If the attack hits, the target must succeed on a Constitution saving throw or have disadvantage on attack rolls until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses of it when you complete a long rest. \columnbreak #### Flare Shot You create a special modification that can be used to signal allies or harm enemies. As an action, you fire a blazing bright shot at a spot within your firearm's range. All creatures within 20 feet of the spot must succeed on a Constitution saving throw or be blinded until the end of their next turn. #### Focused Sight You add a small scope to your weapon, allowing you to fire more accurately at a range. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Additionally, your vision is not impaired by nonmagical lightly obscured areas, and you treat nonmagical heavily obscured areas as if they were lightly obscured. #### Fragmented Shot *Prerequisite: 15th level, sniper configuration*
You equip your weapon with energy that explodes on contact. Once per turn, when you hit a creature with an attack from your firearm, you can make the attack explode in a burst of energy. All creatures within 15 feet of the target must succeed on a Dexterity saving throw, taking 2d8 force damage on a failed save, or half as much on a success. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses of it when you complete a long rest. #### Kickback You hone your weaponry to be as powerful as your own body. When you attack with your mystic firearm, you can use your Strength modifier, instead of Dexterity or Intelligence modifier, for the attack and damage rolls. #### Knockout Round You infuse your weapon with nonlethal, but neutralizing, energy. As an action, you can fire a knockout round at a creature within your firearm's range. Make an attack as normal: if a target is hit, roll 7d8. The attack deals no damage. Starting with the creature that has the lowest current hit points, each creature affected by this modification falls unconscious for 1 minute, until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. You can use this feature a number of times equal to your proficiency modifier, and regain all expended uses of it when you complete a short or long rest. #### Lockdown You create a device that helps you stay so still that your aim becomes unerring. At the start of your turn, you can choose to reduce your speed by half and gain advantage on your next attack roll before the end of the current turn.
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\pagebreak #### Precision Firing Your weapon guides you to strike enemies where it hurts most. When you roll damage for a weapon attack with your firearm, you can reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls. #### Quickfire *Prerequisite: 15th level, handheld configuration*
Your firearms feel more like an extension of your arms than weapons. When you would make an attack with your offhand weapon as a bonus action, you can instead make it as part of the Attack action. This attack retains the restrictions of two weapon fighting. #### Salvo *Prerequisite: 15th level, torrent*
You install aim enhancers on your weapon that allow you to spend more time firing and less time aiming. As an action, you can release a salvo of shots. Choose a number of creatures within your firearm's range equal to your Intelligence modifier (minimum of 2); you can make an attack roll against each of these targets. You can use this feature once, and regain all expended uses of it when you complete a long rest. #### Targeting Mechanism You add a special tracking and targeting mechanism to your weapon, improving your accuracy. Ranged attacks made with your firearms ignore half and three-quarters cover. Additionally, targets behind cover gain no benefit to Dexterity saving throws caused by your firearms.
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\pagebreak ## Expanded Infusions The following items are artificer infusions that operate independently from the Gunsmith class. An artificer of any specialization may take them, and they are designed with general use in mind. Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level. Unless an infusion's description says otherwise, you can't learn an infusion more than once. #### Hookshot *Item: A simple or martial weapon with the ammunition property*
This weapon gains the ability to fire a length of rope and an attached grappling hook up to a distance equal to the rope's length or the weapon's range, whichever is lower. Make an attack roll against a surface; if the roll matches or exceeds a surface's armor class, the grappling hook attaches itself magically to it. While the grappling hook is attached, you can magically attach the weapon to another surface, leaving the rope to hang between the two. #### Replicate Magical Item: Expanded Options ##### Clockwork Measurer *Wondrous item, common*
A clockwork measurer is a tiny concave plate with a glass casing, containing various shards of metal inside. As an action, the clockwork measurer may be shook to reveal one of the following information: the current time while outside, the current temperature (in vague measures, such as "hot" and "cold"), the color of an object it is pointed at, and any other menial information (DM's discretion). ##### Explorer's Overcoat *Wondrous item , uncommon*
A fashionable cloak that both covers the neck and arms and leaves enough space to breath simultaneously. While wearing this cloak, you have advantage on saving throws to resist the effects of extreme weather. ##### Goggles of Clarity *Prerequisite: 6th-level artificer*
*Wondrous item, rare*
These clear goggles have a variety of lenses of various shapes and sizes that can be stacked and swapped in order to enhance the clarity of images shown. While wearing them, a creature's proficiency bonus is doubled for any Investigation ability check it makes to discern minute details in a surface, object, landscape, or creature. ##### Smoke Bomb *Wondrous item, uncommon*
This small crystalline sphere contains billows of black smoke inside of it. As an action, you may toss it at a point up to 30 feet away from you. On impact, the smoke bomb releases a cloud of black smoke that covers a 15-foot radius around the point. This area is considered heavily obscured, and blocks sight. Once used in this manner, the smoke bomb shatters. #### Stability Framework *Prerequisite: 6th-level artificer*
*Item: a suit of armor.*
While wearing this armor, a creature has a +1 bonus to attack rolls made with ranged weapons that they are proficient in, as a metallic underlayer manifests to help steady their aim.
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