[Artificer 2019] - Gunsmith subclass

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Artificer Subclass - The Gunsmith

This homebrew subclass is based on the latest, 2019 Artificer UA released by WotC. This new version included the Alchemist and Artillerist subclasses, but not the old Gunsmith, and while the class provided some nice features for a more combat-oriented class, the provided subclasses gave a more supportive feeling.

As an additional concern, Renaissance Firearms in the DMG have a thing with ammunition being unrecoverable and gunpowder being hard to come by. The old Artificer worked this out with the Arcane Magazine feature, which I decided to bring back mostly unmodified in lieu of the Extra Spells other subclasses grant to the Artificer.

Finally, I feel like there should be a subclass without minions, when the Alchemist has the Homunculus, and the Artillerist has Turrets, so the Gunsmith would fill that role too.

About Guns and Explosives

Guns and Explosives as described here are the ones detailed on the DMG, pages 267 & 268, restricted only to Renaissance Items, with the sole exception of Smoke Granades.
Hence, the available weapons are Pistols and Muskets (plus Ammunition), and the available explosives are Bombs, Gunpowder kegs and horns and Smoke Granades only.

Artificer Specialist

At 3rd level, you choose the type of specialist you are. Here is an additional, playtest option for that feature: the Gunsmith.

The Gunsmith

A Gunsmith is has a curious and dangerous mind, keen to toy with anything that can be mixed to cause a bang or a flash. His wicked experiments had led him to discover unstable powdery mixtures that can be used to propel metal balls out of tubes, forming deadly weapons. That same mixtures can be encased to use as throwable weapons with devastating effect.

Tools of the Trade

By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools.

Proficiencies. You gain proficiency with smith’s tools and alchemist’s supplies, assuming you don’t already have them. You also gain those tools for free, alongside a Pistol—the result of tinkering you’ve done as you’ve prepared for this specialization.

Crafting. If you craft a Firearm or an Explosive, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Arcane Magazine

As part of adopting this specialization at 3rd level, you craft a leather bag used to carry your tools and ammunition for your weapons. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning.

You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds. This ammunition disappears immediately after being fired or otherwise leaving your magazine.

If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials.

Rapid Fire

Starting at 3rd level, you can ignore the Loading property of weapons you use, and whenever you attack with them, you can use a reaction to make a single attack with a weapon you are holding that has the Loading property. You don't add your ability modifier to the damage of this attack.

Additionally, Pistols and Muskets benefit from the Arcane Armament feature even if they are not magical.

Cunning Shooting

You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier, and whenever you attack someone who hasn't acted in combat yet, you can roll an additional weapon die for that attack.

Infused Ammunition

Starting at 14th level, you have mastered the art of infusing your magic into the very deadly pieces of ammunition you use against your enemies. Whenever you make an attack, you can choose to infuse your shot with arcane magic.

Before making the attack, you can expend one spell slot. Choose one of the effects listed below for that attack, and if the attack hits, deal extra force damage to the target in addition of the weapon's damage. The extra damage is a number of d8s equal to the level of the expent slot, to a maximum of 5d8.

  • Pinpoint Ammo: For this attack, consider the AC of the target as being 10. This attack can't cause a critical hit.
  • Shrapnel Ammo: Instead of making an attack roll, the target and any creature within 5ft of it make a Dexterity saving throw. Any creature that fails the save receives damage as if hit by your attack, and any creature that success the save receives half damage.
  • Enfeebling Ammo: If you hit a creature with this attack, that creature makes a Constitution saving throw. If it fails the same, it becomes Poisoned for 1 minute.

Any effect that calls for a saving throw contests it against your Artificer Spell save DC.

 

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