Gunslinger

by WUBRG

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Artificer: Gunslinger

A Gunslinger specialises in the synergy of spells and firearms, granting them great utility and versatility on the battlefield.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Artillerist Spells

Artificer Level Spell
1st Ray of sickness, thunderwave
5th scorching ray, shatter
9th fireball, fear
13th sickening radiance, wall of fire
17th cone of cold, wall of force

Cursed Bullet

Starting at 3rd level, you know how to integrate the intellectual art of spellcasting with bullets. Whenever you finish a long rest, you may touch one of Cursed Revolver's bullets and enter an hour long ritual to imbue the bullet with a spell of choice; the bullet must remain within arm's reach for this time. You may do this multiple times after a long rest.

Imbueing a bullet with a spell consumes that spells respective spell slot, as if you had cast the spell. You may not imbue spells that... up to dm's degression, hard to word. You can't imbue direct buffs like Shield or heals like curewound, but AOE affects like Wither and Bloom would be fine? Or maybe no aoe, cause it would get stupid with Freedom of the Waves as an example. But then again... small aoe is fine, like just an explosion.

Your imbuement remains in the bullet indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The imbuement also vanishes if you replace your knowledge of the spell.

At this level, no bullet can bear more than one of your imbuements at a time. If you try to exceed your maximum number of imbuements, the oldest imbuement ends, and then the new imbuement applies. However, multiple bullets may be imbued with the same spell.

Whenever you imbue a spell, reduce one instance of a 1d8 value. If there the spell does not involve d8's, reduce one instance of the next higher/lower die, prioritising whatever is closer to a d8, and then prioritising whatever die is higher if both alternatives are equally different from a d8. With each additional imbuement, remove an additional 1d8 from each new spell imbued on the bullet. (1 spell = 1d8, 2 spells = 1d8 + 2d8, 3 spells = 1d8 + 2d8 + 3d8)

If the imbued spell involves an area of affect, you may choose to reduce a radius by the respective amount of d8's specified above, instead of it's dice.

Cursed Revolver

Also at 3rd level, you've learned how to create a Cursed Revolver. Using woodcarver's tools or smith's tools, you can take an action to magically create a Tiny Cursed Revolver; it can be held in one hand. Once you create a Cursed Revolver, you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one Cursed Revolver at a time and can't create one while your Cursed Revolver is present.

Cursed Revolver is a magical object with an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or until you dismiss it early as an action.

Improved Cursed Bullet

tartinglevel, you infuse more powerful elemental magic into your firearm. The additional damage dealt becomes 2d8, and when you cast an artificer spell through the firearm or activate a cannon that deals acid, cold, fire, lightning, poison or thunder damage, you can change the damage of the spell to another type listed.

Explosive Cannons

Starting at 9th level, every eldritch cannon you create is more destructive:

  • The cannon's damage rolls all increase by 1d8.
  • As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 5d8 force damage on a failed save or half as much damage on a successful one.

Fortified Position

By 15th level, you’re a master at forming well-defended emplacements using Eldritch Cannon:

  • You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.
  • You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.

Item Name

Item tags and attunement needs

Credit: Credit for the image

Description of the item

Yes it has 13 rounds just believe


Item Details

 

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