Gun Lance (5e Subclass)
<Gun Lance>[edit]
Artificer Subclass
An artificer who specializes as a Gunslinger Smith channels their ingenuity into the creation of a remarkable hybrid weapon: the gun lance. This fusion of firearm and melee weapon is both a tool of destruction and a testament to the artificer’s boundless creativity. The gun lance allows its wielder to fluidly shift between devastating ranged blasts and precise, deadly strikes in close combat.
The Gunslinger Smith’s ingenuity isn’t limited to their weapon alone; they develop specialized ammunition, reinforce their lance with arcane mechanisms, and refine its ability to blend firepower with martial prowess. Over time, they become as much a master of explosive force as they are of precision, wielding the gun lance as an extension of their will, both in the heat of battle and the calm of invention.
Gun Lance 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 | Hunter's Mark, Hellish Rebuke |
5th | Misty step, Blindness/Deafness |
9th | Aura of Vitality, Phantom Steed |
13th | Wall of Fire, Stone Skin |
17th | Hold Monster, Cloudkill |
Battle Ready
When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:
You gain proficiency with martial weapons.
- When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Fighting Style
At 3rd level, 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 3, 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.
Arcane Jolt
At 9th level, you've learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or a spell attack, you can channel magical energy through the strike to create one of the following effects:
- The target takes an extra 2d6 force damage.
- Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.
- You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.
Extra Attack
Starting at 15th level, you can attack three times when you take the attack action on your turn.
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