Gunsmith, Variant (5e Subclass)

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Gunsmith

The eldritch gun by sirtiefling d3b5ljh.jpg
A Gunsmith wielding an eldritch gun. Art by SirTiefling.

Artificer Subclass

A gnome flees from three large orcs chasing her down, getting closer and closer with every passing second. She races down streets and back alleyways, until finally she runs into a dead end. The orcs start chuckling and pull out knives, ready to carve her open. The orcs pause, though, as she pulls out a small bronze stick. She presses a button on it, and it unfolds to become a large, boxy minigun. She pulls down the trigger and laughs as the orcs that cornered her collapse to the ground, dead.

Gunsmiths are artificers who have mastered the creation of powerful weaponry- guns. They have discovered the power of the bullet and use it to their advantage, felling enemies in one shot or less. Whether up close with a bayonet, or far away with a sniper rifle, gunsmiths are deadly adversaries.

Tool Proficiency

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

Gunsmith 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.

Gunsmith Spells
Artificer Level Spells
3rd hail of thorns, hunter's mark
5th cordon of arrows, heat metal
9th conjure barrage, lightning arrow
13th fabricate, wall of fire
17th conjure volley, swift quiver
Arcane Firearms

At 3rd level, you have learned how to create guns using arcane power. When you finish a long rest, you may create one arcane firearm of your choice from the list below. They classify as martial ranged weapons. You have proficiency in your arcane firearms, and you may add your Intelligence modifier, instead of Dexterity, to attack and damage rolls with your arcane firearms. Your arcane firearms automatically produce their own ammunition, but they still benefit from spells such as swift quiver which would require you to use ammunition.

Minigun. Miniguns are designed to shoot very fast at close range. This weapon has the heavy and two-handed properties. It has a normal range of 30 feet and a long range of 120 feet. Whenever you make an attack with the attack action using this weapon, you may shoot twice instead of once. Make two separate attack rolls. On a hit, this weapon deals 1d6 piercing damage.

Pistol. Pistols are quite accurate and good at mid-range combat. This weapon has the light property. It has a normal range of 60 feet and a long range of 180 feet. On a hit, this weapon deals 1d8 piercing damage. You may fire this weapon once as a bonus action.

Rifle. Rifles are great at a long range and are quite lethal, but slow. This weapon has the two-handed property. It has a normal range of 150 feet and a long range of 600 feet. On a hit, this weapon deals 1d10 piercing damage. You may focus in your sight using this weapon as a bonus action, doubling both the normal and long range of this weapon until the start of your next turn.

You may choose to create an arcane firearm as a bonus action. If you already have an arcane firearm, the other arcane firearm disappears and is replaced by this new one. You may use this feature a number of times equal to your Intelligence modifier, regaining all expended uses after a long rest, unless you expend a spell slot of 1st level or higher to use it again.

Firearm Modifications

Also at 3rd level, you have learned to modify your firearms for a variety of purposes. When you create an arcane firearm, you may choose two firearm modifications to put on your arcane firearm, granting it a bonus. If the modification has a prerequisite, you must meet the prerequisite in order to benefit from the modification.

Once you reach 10th level, you may add three modifications instead of two.

If your Dungeon Master uses the optional firearms rule, you may put modifications on a normal firearm, and split your modifications up amongst multiple weapons. For the purposes of qualifying for modifications, any firearm that has the two-handed property classifies as a rifle, and any firearm that doesn't classifies as a pistol unless otherwise stated. You cannot have a total number of modifications greater than your modification limit, as described above.

Extra Attack

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

Quickdraw

At 9th level, your reflexes have sharpened from years of gunslinging. You gain a bonus to your initiative equal to your Intelligence modifier. In addition, you may draw or store a firearm as a bonus action.

Improved Firearms

At 15th level, you have honed and improved your arcane firearms to perfection. You gain the following benefits:

  • You may shoot your minigun three times as a single attack, instead of twice. In addition, you gain advantage on attacking targets within 15 feet of you with your minigun, though you still have disadvantage on attacking targets within 5 feet of you.
  • You gain a +1 to attack and damage rolls with your pistol. In addition, when you use your bonus action to fire your pistol, you may shoot twice instead of once.
  • The damage of your rifle increases to 2d10, rather than 1d10. In addition, if you move 0 feet on your turn, you gain advantage on all attack rolls you make with your rifle against creatures more than 60 feet away from you.

Firearm Modifications

Below is a list of all firearm modifications. If a modification requires a target to make an ability check or saving throw, it uses your artificer spell save DC.

Arcane Blast

You have equipped your firearm with a device that can launch pure arcane energy. As an action, you can fire a blast of arcane power into an area within 45 feet of you. Every creature in a 10-foot radius of that area must make a Dexterity saving throw, taking 2d8 force damage on a failed save, or half as much on a successful save. Once you use this feature, you can't use it again until you finish a short or long rest.

Bayonet

Prerequisite: Pistol or Rifle Arcane Firearm

You have equipped your firearm with a blade for close-range combat. You may make a melee weapon attack with your bayonet. The attack roll uses your Strength or Dexterity modifier (your choice) + your proficiency bonus to hit, and deals 1d6 slashing damage + your Strength or Dexterity modifier (your choice) on a hit. If you use your action to attack with your firearm, you may also make an attack with your bayonet as a bonus action.

Burning Bullets

You have modified your bullets to burst out in flames. As a bonus action, you may set your bullets on fire. For 1 minute, all attacks you make with your firearm deal extra fire damage equal to your proficiency bonus. Once you use this feature, you may not use it again until you finish a long rest.

Close-Range Combat

Prerequisite: Minigun or Pistol Arcane Firearm

You have modified your gun to be equally as effective at close range as at long range. Being within 5 feet of a hostile creature doesn't impose disadvantage on attack rolls with your firearm. In addition, you may make an opportunity attack with your firearm against creatures who move more than 5 feet away from you.

Destructive Blasts

You have equipped your gun to be especially destructive to property. Your firearm deals double damage against structures.

Explosive Bullets

You equip your gun with limited-use explosive rounds. When you hit a target with a successful attack with your firearm, you may choose to have it explode. All creature within 5 feet of the target must make a Dexterity saving throw, taking 1d8 fire damage on a failed save, or half as much on a successful one. The original target of your attack automatically fails the save. You may use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses after a long rest.

Flame Burst

You attach a single-use flamethrower to your firearm. As an action, you can fire a flaming burst from your gun. Each creature in a 15-foot cone originating from yourself must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. Once you use this feature, you can't use it again until you finish a short or long rest.

Flashbang

You equip your gun to fire a powerful, blinding explosive. As an action, you can fire a flashbang into an area within 30 feet of you. Each creature within a 10-foot radius of that area must make a Constitution saving throw. On a successful save, nothing happens. On a failed save, the are blinded for 1 minute. They may repeat the save at the beginning of each of their turns, ending the effect on a success. You may use this feature a number of times equal to your Intelligence modifier, regaining all expended uses after a long rest.

Flashlight

You attach a powerful spotlight to your firearm. While activated, your firearm sheds bright light in a 30-foot cone, and dim light in a 60-foot cone. You may toggle on or off the flashlight as a bonus action.

Lucky Shot

Prerequisite: Pistol Arcane Firearm

You equip your pistol with shots that always seem to hit the right spot. You score a critical hit on a 19 or 20 with your pistol.

Net Launcher

Prerequisite: Minigun or Rifle Arcane Firearm You equip your firearm with a net launcher. As a bonus action, you can launch a net at a location within 30 feet of you. Each creature within 5 feet of that location must make a Strength saving throw or become restrained. They may repeat the save as an action on their turn, ending the effect on a success. Once you use this feature, you can't use it again until you finish a short or long rest.

Overcharge

Prerequisite: Minigun Arcane Firearm

You have learned how to overcharge your minigun to let out a rapid burst of bullets. As an action, you can start to overcharge your minigun. The next time you fire your minigun, you fire a barrage of bullets in a 30-foot cone centered on you. Each creature within the cone must make a Dexterity saving throw, taking 3d8 piercing damage on a failed save, or half as much on a successful one. When you use this feature, you may only fire the minigun once, instead of twice, per attack during your next turn, as the barrel needs time to cool off. Once you use this feature, you must wait 1 minute before using it again.

Piercing Shot

Prerequisite: Rifle Arcane Firearm

You increase the power of your rifle to the point where bullets pierce through enemies. When you hit a target with a successful attack from your rife, you may cause it to pierce. Every creature within a 15-foot line of the target must make a Dexterity saving throw, taking 1d10 piercing damage on a failed save, or half as much on a successful one. You may use this feature a number of times equal to your Intelligence modifier, regaining all expended uses after a long rest.

Scope

Prerequisite: Rifle Arcane Firearm

You attach a scope to your firearm, allowing you to attack at range better. As a bonus action, you can focus in through the scope. As long as you move 0 feet during your turn, you may use the long range of your weapon without disadvantage.

Smoke Bombs

You create bullets that release a cloud of smoke in an area. As an action, you can shoot a smoke bomb into an area within 60 feet of you. Everywhere within a 10-foot radius of the chosen location becomes heavily obscured, as it is covered in smoke. The smoke lasts for 10 minutes. A strong wind or similar effect can disperse the smoke early. You may use this feature a number of times equal to your Intelligence modifier, regaining all expended uses after a long rest.



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