Artificer (Alternate) - Gunsmith

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Modular Firearm

Artificer Specialization 3rd-level Gunsmith feature


At 1st level, the Artificer gains the Specialization feature. Your Arcane Firearm is modular so you can adjust it to best
The following exclusive option is available in addition to the meet the challenges at hand. You learn two of these Arcane
Specializations presented with the Alternate Artificer: Upgrades from the list at the end of this subclass. When you
gain an Artificer level you can replace one Arcane Upgrade
Gunsmith
you know with another Arcane Upgrade of your choice.
Over the course of 10 minutes, which can be during a short
Gunsmith or long rest, you can use smith's tools to modify your Arcane
You have dedicated your great intellect to the development of Firearm with the benefits of one Arcane Upgrade you know.
a one-of-a-kind weapon of war, the Arcane Firearm. Marked You learn one additional Arcane Upgrade of your choice
by this signature weapon, you enter the fray with the swagger when you reach 5th level, and again at 9th and 15th level.
and guile only found in one kind of Artificer, the Gunsmith. Extra Attack
Artificer Level Feature 5th-level Gunsmith feature
1st Tools of the Trade, Arcane Firearm Your skill in battle has grown. You can attack twice, instead
of once, whenever you take the Attack action on your turn.
3rd Modular Firearm Moreover, your attacks with your Arcane Firearm count as
5th Extra Attack magical for the sake of overcoming resistance and immunity.
9th Overcharge Overcharge
15th Quickdraw 9th-level Astral Soul feature
You can imbue your Arcane Firearm's attacks with additional
Tools of the Trade magic power. When you hit a target with an Arcane Firearm
1st-level Gunsmith feature attack, you can expend a spell slot to cause that attack to deal
You gain proficiency with smith's tools. If you are already bonus force damage to the target. This bonus force damage is
proficient with smith's tools, you instead gain proficiency 2d6 for a 1st-level spell slot, plus an additional 1d6 force
with another set of artisan's tools of your choice. damage for each slot level above 1st.
In addition, your Arcane Firearm can be modified with two
Arcane Firearm Arcane Upgrades at one time.
1st-level Gunsmith feature Quickdraw
You have crafted for yourself a unique magical firearm. At the
end of a long rest, you can use smith's tools to craft an Arcane 15th-level Gunsmith feature
Firearm. It is a martial weapon with the loading, two-handed, You always seem to shoot first. When you roll initiative, so
and ranged (80/320) properties. You use your Intelligence, long as you are not surprised, you can make a single attack
instead of your Dexterity, for its attack and damage rolls, and with your Arcane Firearm before any other creatures act.
you gain proficiency with it On hit, the Arcane Firearm deals Finally, your Arcane Firearm can be modified with three
piercing damage equal to 1d10 + your Intelligence modifier. Arcane Upgrades at one time.
Your Arcane Firearm can bear one of your Infusions so
long as it meets the prerequisite of that Infusion.
You can only have one Arcane Firearm at a time. Creating
another Arcane Firearm renders that magic of the first inert.
Gunsmith Spells
2nd-level Gunsmith feature
You learn certain spells at the artificer levels noted in the
table below. These don't count against your total number of
Spells Known and can't be switched upon gaining a level.
Artificer Level Spells
2nd guiding bolt, hunter's mark
5th acid arrow, arcane scorcher
9th conjure barrage, lightning arrow
13th banishment, fire shield
17th conjure volley, swift quiver
Arcane Upgrades Concussive Rounds
Prerequisite: 9th level Artificer
Below are the Arcane Upgrades available to the Gunsmith. If Once per turn when you hit a target with an Arcane Firearm
an Upgrade has a prerequisite Artificer level, you can learn attack, you can force it to make a Constitution saving throw
that Upgrade at the same time you meet the prerequisite. against your Artificer Spell save DC. On a failure, the target
Close Shot cannot take reactions and its movement speed is halved until
When you make a ranged attack against a creature within 5 the beginning of your next turn.
feet of you with your Firearm, you do not have disadvantage Explosive Rounds
on your attack roll. Prerequisite: 9th level Artificer
Elemental Shot Once per turn when you hit a target with an Arcane Firearm
You can infuse your Arcane Firearm with elemental power. attack, you can force creatures within 5 feet of it to make a
As a bonus action, you can touch your Arcane Firearm and Dexterity saving throw against your Artificer Spell save DC.
expend a spell slot of 1st-level or higher and choose either On a failure, the creatures take damage as if they had been
acid, cold, fire, lighting, or poison. For the next minute, your hit by your Arcane Firearm attack themselves.
Arcane Firearm deals additional damage of that type on hit. Incapacitating Rounds
The elemental damage is 1d4 for a 1st-level spell slot, plus Prerequisite: 9th level Artificer
an additional 1d4 for each spell slot level above 1st. Once per turn when you hit a Large or smaller target with an
Grooved Barrel Arcane Firearm attack, you can force it to make a Strength
You modify your Arcane Firearm to be especially accurate. saving throw against your Artificer Spell save DC. On a
You ignore the disadvantage imposed on Arcane Firearm failure, it is restrained until the beginning of your next turn.
attacks that you make at the weapon's long range. Arcane Railgun
High Caliber Prerequisite: 15th level Artificer
Your Arcane Firearm packs a punch. It deals 1d12 piercing Once per turn when you make an attack with your Arcane
damage on hit, but it also gains the heavy property. Firearm, you can instead force creatures in a 60-foot line to
make a Dexterity saving throw against your Artificer Spell
Increased Capacity save DC. On a failed save, creatures take damage as if they
Your Arcane Firearm holds additional ammo. You can make had been hit by an attack with your Arcane Firearm.
up to four attacks with your Firearm before you must reload. Independent Turret
Infused Firearm Prerequisite: 15th level Artificer
Your Arcane Firearm can bear an additional one of your As an action, you can set your Arcane Firearm up as a turret
Infusions, so long as it meets the Infusion's prerequisites. in an unoccupied 5-foot space. While you are within 120 feet
of your Arcane Firearm, you can use a bonus action to cause
Blinding Rounds your Arcane Firearm to make an attack, or use on of its other
Prerequisite: 9th level Artificer abilities, targeting a creature you can see within its range.
Once per turn when you hit a target with an Arcane Firearm
attack, you can force it to make a Constitution saving throw
against your Artificer Spell save DC. On a failure, the target
is blinded until the beginning of your next turn.

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