Artificer: Gunsmith Specialist (DMG Firearms)

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Artificer: Gunsmith

Gunsmiths create and use unique firearms, combining cutting-edge technology with powerful magic. This subclass is a variant of the Battle Smith, and is intended for campaigns where DMG firearm rules (pp. 267-268) are in place, but firearms are extremely rare and only used by certain specialists.

Tool Proficiency

3rd-level Gunsmith feature


You gain proficiency with smith's tools and firearms. If you already have proficiency with smith's tools, 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.

Level Spells
3rd Hail of Thorns, Heroism,
5th Cordon of Arrows, Warding Bond
9th Aura of Vitality, Conjure Barrage
13th Aura of Purity, Fire Shield
17th Conjure Volley, Mass Cure Wounds

Thunder Cannon

3rd-level Gunsmith feature


You forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This firearm is called a thunder cannon. It fires bullets and has identical statistics to a pistol (see Firearms Table) in its Mk. 1 version. Due to its magical design, you can use your Intelligence modifier instead of your Dexterity modifier for its attack and damage rolls.

If you lose your thunder cannon, you can create a new one at the end of a long rest if you have smith's tools with you. If you already have a thunder cannon from this feature, the first one immediately breaks. Your thunder cannon also breaks if you die.

Additionally at 5th level, you've learnt how to create the Mk 2. version of your thunder cannon. This version of the thunder cannon has identical statistics to a musket (see Firearms Table). You can change between the two versions of your thunder cannon at the end of a long rest using smith's tools.

Experimental Mechanisms

3rd-level Gunsmith feature


You have designed a new experimental system for firearms, enabling high damage and rapid fire. Your thunder cannon automatically has a unique version of the Repeating Shot infusion when you create it. This version of the infusion does not require attunement, and does not count against your known infusions or infused items. The bullets this infusion creates, though the product of magic, are nonmagical and behave similarly to regular bullets.

The +1 bonus to attack and damage rolls this infusion provides increases to +2 at 9th level, and +3 at 15th level.

Extra Attack

5th-level Gunsmith feature


You can attack twice, rather than once, whenever you take the Attack action on your turn.

Arcane Shot

9th-level Gunsmith feature


You've learnt new ways to channel arcane energy to harm or heal. When you hit a target with your thunder cannon, you can channel magical energy through the bullet to create one of the following effects:

  • The target takes an extra 2d6 force damage.
  • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.

You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.

Improved Firepower

15th-level Gunsmith feature


Your arcane shots and thunder cannon have become more powerful:

  • The extra damage and the healing of your Arcane Shot both increase to 4d6.
  • Your thunder cannon attacks score a critical hit on a roll of 19-20.

Firearms Table

Name Cost Damage Weight Properties
Pistol 250gp 1d10 piercing 3 lb. Ammunition (range 30/90), loading
Musket 500gp 1d12 piercing 10 lb. Ammunition (range 40/120), loading, two-handed
Bullets (10) 3gp N/A 2 lb. N/A

Revised Spells

Cordon of Arrows

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (four or more pieces of nonmagical ammunition)
  • Duration: 8 hours

You plant four pieces of nonmagical ammunition in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.

When you cast this spell, you can designate any creatures you choose, and the spell ignores them.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.

Flame Arrows

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You touch an item containing ammunition. When a target is hit by a ranged weapon attack using a piece of ammunition taken from the item, the target takes an extra 1d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been taken from the item.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.

Image Credit

Isen by Tiago Alexandre

 

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