

Artificer: Storm Drummer
A storm drummer is an artificer focused on the production and use of firearms. The thunderous sounds these creations make as they rattle death out of their barrels strikes bewilderment into the unwise, and terror in those who know the rare and terrifying weaponry being used against them.
Tool Proficiency
You gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with other type of artisan tool of your choice.
Storm Drummer Spell List
| Artificer Level | Spell |
|---|---|
| 1st | hail of thorns, hunter's mark |
| 5th | branding smite, knock |
| 9th | crusader's mantle, lightning arrow |
| 13th | death ward, find greater steed |
| 17th | banishing smite, swift quiver |
Thunder Gun
Starting at 3rd level, over the course of a long rest, you can forge an advanced weapon capable of rattling the heavens. It counts as a martial ranged weapon with which you have proficiency, and you can use your Intelligence modifier, instead of Dexterity for attack and damage rolls. You can use the firearm as a spellcasting focus for your artificer spells. When you create the firearm, choose a model from the options below:
Pistol: The firearm deals 1d8 piercing damage on hit, and has a range of 60 feet and a long range of 120 feet. Additionally, when you take the attack action with the pistol, you make an additional attack as a bonus action.
Rapid Rifle The firearm deals 1d6 piercing damage on hit, has the two-handed property, and has a range of 25 feet and a long range of 40 feet. Additionally, once per turn when you take the attack action with the firearm, you can make an additional attack as part of the same action, subtracting 2 from the attack roll.
Shielded Shrapnel Launcher The firearm deals 2d6 piercing damage on a hit, has the two-handed property, and has a range of 15 feet and a long range of 30 feet. Additionally, while you wield the weapon, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls, and while wielding this weapon you gain a +2 to your armor class.
Percision Rifle The firearm deals 1d10 piercing damage on a hit, has the two-handed property, and has a range of 120 feet and a long range of 600 feet. Additionally, once per turn when you deal damage with the rifle, you deal an additional 1d10 piercing damage.
Quickdraw
Also at 3rd level, you own your slinging skills. You gain the following benefits:
- You gain a bonus to your initiative rolls equal to your intelligence modifier, if it isn't already included in the roll.
- When you roll initiative, you can make an attack with your thundergun as a reaction.
Extra Attack
Beginning at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Specialty Rounds
Starting at 9th level, you learn to infuse ammunition with magical abilities to augment your shots. When you finish a short or long rest, you can choose to infuse your gun with these specialty rounds. Until you finish your next short or long rest, once per turn when you hit wit an attack with your thundergun, you can change the damage type to the type specified below, and apply an additional effect, shown below.
| Damage Type | Additional Effect |
|---|---|
| Acid | The target suffers -1 to their AC until the end of your next turn |
| Cold | The targets speed is reduced by 10 feet |
| Fire | The target takes fire damage equal to your proficiency bonus at the start of their next turn |
| Lightning | The target cannot take reactions until the end of their next turn |
| Thunder | If the target is large or smaller, it is pushed 10 feet away from you |
Improved Model
Starting at 15th level, while you learn to utilize your weapons to fit their unique models. While you are wielding your Thunder Gun, you gain an additional benefit based on the model:
- Pistol: When you roll initiative, you can take the attack action as a reaction. All attacks made during this reaction have advantage.
- Rapid Rifle: The weapon does an additional 1d6 damage on a hit.
- Slug Shooter: Once per turn when you hit a creature of huge size or smaller, you can cause it to make a Dexterity saving throw. On a failure, it is knocked prone.
- Percision Rifle: Once per turn when you make an attack roll with the weapon, you can roll 1d6 and add it to the roll. You can use this feature after you see the result of the roll.