Artillurgist (5e Subclass)

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Artillurgist[edit]

Artificer Subclass

These skilled adventurers possess a profound fascination for lost relics, embarking on daring quests to unearth lost gnomish and dwarven technologies. With their expertise, the artillurgist skillfully combines their knowledge of crafting with the rediscovered secrets of ancient firearms, allowing them to devise and craft exceptionally powerful weaponry. Their understanding of this weaponry grants them a unique advantage in battle. Harnessing their intellectual prowess as spellcasters, the artillurgists infuse their attacks with magical energy, empowering their shots to unleash formidable force. The artillurgist's combat specialization lies in their ability to outmaneuver their enemies, escaping their reach while rapidly unleashing a barrage of devastating projectiles.


Artillurgist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the spell table below. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Artificer Level Spells
3rd hail of thorns, hunter's mark
5th misty step, blur
9th thunder step, lightning arrow
13th shadow of moil, elemental bane
17th banishing smite, far step


Infused Firearms
By 3rd level, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. Your gain the ability to craft a the "Hand Cannon" firearm. You gain the ability to craft additional guns and upgrades at levels 5, 9 and 15, listed in the tables below. Your crafted firearms must be infused with Repeating Shot to be used and you may infuse multiple firearms this way, expending one infusion use per firearm. When using your firearms to attack, you may use your Intelligence modifier instead of your Dexterity modifier to calculate attack and damage rolls and when calculating explosive saving throws.

  • Firearm Crafting Time: For every 50gp in materials costs, it takes either 5 long rests or 1 full day doing nothing but crafting.
  • Upgrade Crafting Time: An upgrade to a firearm can be added at a long rest; a firearm may have one elemental upgrade and one additional upgrade installed at a time.


Fighting Style
At level 3, you adopt a particular style of fighting as your specialty. Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another from this list. Choose one of the following options.

  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.


Gunslinger
At level three, you gain two bonus action abilities while wielding a firearm that can be used a combined number of times equal to your proficiency bonus. You regain expended uses when you finish a short or long rest:

  • Steady Aim: As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
  • Covering Fire: While wielding a firearm that hasn't been used on your turn, you expend a bonus action to prepare a snapshot, which grants you the following reaction: Once until the beginning of your next turn when a creature you can see within your normal range makes an attack, you can make a ranged weapon attack with the selected weapon against that creature with a -5 penalty on your attack roll. Whether or not your attack hits, you also impose disadvantage on the target creature's current attack roll. You may not fire a weapon used in this way on your current turn.


Extra Attack
Starting at 5th level, you can attack twice, rather than once, when you take the attack action on your turn.


Expert Marksman
At 9th level, firearms wielded by you have a reduced misfire score by 1. In addition, you benefit from using both hands during combat in the following ways:

  • You can choose to fire any 1-hand or 2-hand firearm using both hands and gain +2 to your attack rolls with that firearm.
  • You can use two-weapon fighting even when the one handed firearms you are wielding aren't light.


Extra Attack
Starting at 15th level, you can attack three times when you take the attack action on your turn.


List of Craftable Firearms

Level Firearm Damage Weight Range Properties Material Cost Special Ability
3 Hand Cannon 1d6 piercing 1 lb. 90/300 Light, misfire 1 50gp
5 Palm Pistol 1d8 piercing 1 lb. 40/160 Light, misfire 1 50gp
5 Pistol 1d10 piercing 2 lb. 60/240 Misfire 1 150gp
5 Force Rifle 1d8 piercing 4 lb. 150/600 Two-handed, misfire 1 200gp Forceshot. Once on each of your turns when you hit a creature with your firearm, you can deal an extra 1d8 force damage to that target.
5 Scatter Gun 2d4 piercing 7 lb. 30/120 Two-handed, misfire 1 250gp Scattershot. As an action, you can force every creature in a 15 foot cone originating from your firearm to make a Dexterity saving throw. A target takes the weapon's normal damage on a failed save, or half as much on a success.
5 Musket 1d12 piercing 6 lb. 120/480 Two-handed, misfire 2 300gp
15 Pepperbox 2d10 piercing 3 lb. 80/320 Misfire 2 400gp
15 Blunderbuss 2d8 piercing 4 lb. 15/60 Misfire 2 500gp Scattershot. As an action, you can force every creature in a 15 foot cone originating from your firearm to make a Dexterity saving throw. A target takes the weapon's normal damage on a failed save, or half as much on a success.
15 Bad News 2d12 piercing 12 lb. 200/800 Two-handed, misfire 3 750gp Forceshot. Once on each of your turns when you hit a creature with your firearm, you can deal an extra 1d8 force damage to that target.
15 Hand Mortar 2d8 fire 5 lb. 30/600 Explosive, misfire 3 750gp

Firearm Properties

  • Misfire: Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
  • Explosive: Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.


List of Craftable Firearm Upgrades

Level Upgrade Weight Material Cost Properties
5 +1 Weapon 1 lb. 20% of weapon's material cost The accuracy is improved, making firearms deadlier, gaining a +1 to attack rolls and damage.
9 Elemental Modification 2 lb. 25% of weapon's material cost Once per long rest, configure an element for the cartridge to fire. Until the next long rest, all damage from this firearm is that element type. You may choose from acid, cold, fire, lightning, poison, or thunder.
9 +2 Weapon 1 lb. 30% of weapon's material cost The accuracy is further improved, making firearms deadlier, gaining a +2 to attack rolls and damage.
15 +3 Weapon 1 lb. 35% of weapon's material cost The accuracy is further improved, making firearms deadlier, gaining a +3 to attack rolls and damage.


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