Talk:Artillurgist (5e Subclass)
Hey there folks!
I put together a homebrew subclass for my daughter. I looked at all the homebrewed gun-slinging subclasses from both fighter and artificer classes out there and realized I wanted something a little different. The idea is to create a versatile fighter-style character with a base stat of intelligence, that can use lost technology or schematics to begin inventing their own weapon plans. I've borrowed from these other versions of gun-slinger classes (specifically, the actual guns), but the basic idea is that guns do not currently exist in our version of the Forgotten Realms, except in lost gnomish/dwarven ruins deep underground.
I devised a level 1 archeology campaign for this subclass specifically to follow the breadcrumbs left by a failed archeology dig that took the PCs deep under a mountain next to a remote village. Upon discovering an ancient, non-working prototype, the artificer was able to replicate it to an extent. Since ammunition would have to be meticulously crafted just to make the gun operate, the artificer instead uses "Repeating Shot" infusions to skip past this obstacle (in addition, this also turns the firearm into a spellcasting focus). If the artificer wants to weild multiple firearms or create one for a curious ally, I've made it so this infusion may be used more than once. As the artificer levels up, she works on new plans based on this first 'hand cannon' model with more and more elaborate designs. The artificer then focuses her own training on how she can best utilize this weapon in combat, which manifests in combat-specific subclass spells and abilities.
Since components for these weapons are also non-existent, I've placed a "materials cost" column into the firearm matrix. The player and their DM will have to decide on how the artificer comes by these materials; whether they're available through a wholeseller of scrap metals or whether they're more mundane and easily attainable will all determine how the artificer is able to create new weapons. In addition, the artificer will be able to install one enhancement per firearm to give it a +1, +2 or +3 modifier as well as an elemental cartridge, which works in tandem with the "Repeating Shot" infusion to change the element of the damage once per long rest.
I feel this strategy is more in line with how an artificer would naturally develop firearms in a world where they're nowhere to be found. The fighting style, extra attacks, combat abilities and unique bonus actions will allow her to be nearly as powerful as an actual fighter in combat, but with some useful support spells.
I originally built this subclass to be far more powerful and with way more abilities, but then I toned it back substantially to a few key abilities and even limited their usage (covering fire). It still may be a bit too powerful, but I do like where I've landed with this subclass overall.
Please feel free to comment, tweak and adjust this if you have any ideas!