Gunmancer Specialization

by Sparcot

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Gunmancer

While Alchemists create concoctions of all types, Gunmancers specialize in using alchemy to create potent ammunition to enhance their combat prowess. While others maybe be more skilled with their weapons, not many can beat the destructive power of a well-equiped Gunmancer.

Tool Proficiency

3rd-level Gunmancer feature


You gain proficiency with martial weapons. You also gain proficiency with alchemist's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Firearms & You

While this subclass doesn't explicitly mention or require firearms, it was made with firearms in mind. If you are playing in a setting where firearms are present, consider using the Firearm Proficiency optional rule described in the Artificer class.

Gunmancer Spells

3rd-level Gunmancer feature


You always have certain spells prepared after you reach particular levels in this class, as shown in the [Subclass] Spells table. These spells count as artificer spells for, but they don't count against the number of artificer spells you prepare.

Gunmancer Spells
Artificer Level Spell
3rd ensnaring strike, multishotK
5th burning strikeK, darkvision
9th flamethrowerK, phantom steed
13th locate creature, storm shotK
17th banishing smite, control winds

Alchemical Ammunition

3rd-level Gunmancer feature


Whenever you finish a long rest, you can produce elixer-filled projectiles called alchemical ammunition. You can have a maximum number of these equal to half of your artificer level (rounded up).

Creating an alchemical ammunition requires you to have alchemist supplies on your person, and any ammunition you create with this feature lasts until it is used or until the end of your next long rest.

As a bonus action, you can load one of these pieces of alchemical ammunition into a ranged weapon you are holding. You cannot have more than one piece of alchemical ammunition loaded at a time. If you hit with a ranged attack using a piece of alchemical ammunition, the creature suffers its associated effect. The DC for your alchemical ammunition is equal to your spell save DC.

You can pick from the following options for your alchemical ammunition. You can make multiple copies of one option, or select multiple different options, as long as the total does not exceed the maximum that you can have.


Burning Ammunition

When an attack using this ammunition hits a target, the target takes an additional 2d6 fire damage.


Frostbitten Ammunition

When an attack using this ammunition hits a target, the target takes an additional 1d6 cold damage and their movement speed is reduced by 15 feet until the start of your next turn.


Charged Ammunition

Attack rolls made against creatures made of metal or wearing armor made of metal are made with advantage. When an attack using this ammunition hits a target, the target takes an additional 1d6 lightning damage and it can't take reactions until the start of its next turn.


Poisonous Ammunition

When an attack using this ammunition hits a target, the target takes an additional 1d6 poison damage and must make a Constitution saving throw. On a failed save, the target is poisoned until the start of your next turn.


Necrotic Ammunition

When an attack using this ammunition hits a target, the target takes an additional 1d6 necrotic damage and it can't regain hit points until the start of your next turn.

Extra Attack

5th-level Gunmancer feature


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

Spellbound Rounds

9th-level Gunmancer feature


You can create potent ammunition by expending some of your arcane essence. When you finish a short or long rest, you can create any number of spellbound rounds, choosing one of the following spells for each piece of ammunition and expending a spell slot as if you were casting the spell.

Spell Level Spellbound Round Options
1st ice arrowK, water blastK
2nd poison dartK, scorching ray
3rd erodeK, witherK
4th aero barrageK, jumping joltK
5th burial barrageK, pyroclastic lanceK

When you do so, the spell doesn't trigger immediately. As a bonus action, you can load one of your spellbound rounds into a ranged weapon you are holding. You cannot have more than one spellbound round loaded at a time, and you cannot have a spellbound round loaded while you have a piece of alchemical ammunition loaded. If a loaded spellbound round is not expended before the start of your next turn, the spell fizzles and the round is wasted.

When you hit with a ranged attack using a spellbound round, the spell takes effect depending on the spell's mechanics:

  • If the spell requires an attack roll, the spell takes effect without an attack roll. If the spell has more than one attack roll, only the first one takes effect automatically, and the rest must be resolved as normal.
  • If the spell requires a saving throw, the target makes the saving throw as normal.

If you miss with the attack roll, the spell fizzles and it fails to cast.

Exalted Alchemist

15th-level Gunmancer feature


You become a master of creating alchemical ammunition. When you complete a short rest, you can create a number of pieces of alchemical ammunition equal to half of your proficiency bonus (rounded down), up to your maximum.

Additionally, you gain access to the following options for your alchemical ammunition. These options are considered two pieces of alchemical ammunition for the purposes of your maximum.


Frightening Ammunition

When an attack using this ammunition hits a target, the target takes an additional 2d6 psychic damage and must make a Wisdom saving throw. On a failed save, the target is frightened until the start of your next turn.


Destructive Ammunition

When an attack using this ammunition hits a target, the target takes an additional 2d6 fire damage and 2d6 thunder damage. If the target is a structure, they take the maximum amount of fire and thunder damage.


Freezing Ammunition

When an attack using this ammunition hits a target, the target takes an additional 2d6 cold damage and must make a Strength saving throw. On a failed save, the target is restrained until the start of your next turn.


Radiant Ammunition

When an attack using this ammunition hits a target, the target takes an additional 2d6 radiant damage and must make a Constitution saving throw. On a failed save, the target is blinded until the start of your next turn.

Credits

Art:
Spells:

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This work is unofficial Fan content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used ar property of Wizards of the Coast. ©Wizards of the Coast LLC.

 

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