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    SamuraiGuy

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    Default D&D 5e Homebrew Artificer Specialist: Gunsmith

    I apologize if this is wrong. Mod's, please feel free to move it!

    Hello Everyone,

    So we really like the UA Artificer 2019, but we felt it was missing a real gunsmithing subclass. I found this homebrew on Reddit and we tweaked a little. Please, read over this and tell us what you think. We tried to keep it balanced and in line with the other subclasses. I would like to believe that this would make the Artificer class more fun to play!

    Thanks!

    Artificer Specialist: Gunsmith

    A Gunsmith specializes in combining magic with alchemical science to engineering powerful firearms. This makes them very valuable at long range and mid-range support.

    Tools of the Trade

    By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools.

    Proficiencies: You gain proficiency with Tinker’s tools and alchemist’s tool. You also gain tinker's tools and Alchemist’s tools for free – the result of tinkering you’ve done as you’ve prepared for this specialization.


    Crafting: If you craft a magic item in the weapon (ammunition) category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

    Gunsmith Spells

    Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Gunsmith Spells table. 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 Shield, magic missile
    5th Melf's acid arrow, scorching ray
    9th conjure barrage, lightning bolt
    13th elemental bane, Fire Shield
    17th cone of cold, conjure volley

    Thunder Rifle

    At 3rd level, your skills in magical engineering allow you to craft a powerful firearm, called the Thunder Rifle.It is a ferocious weapon that fires lead and thunder bullets that can punch through armor with ease.

    As an action, you can summon the Thunder Rifle once for free and must finish a long rest before doing so again. If your Thunder Rifle breaks, casting the mending spell on it repairs it entirely, provided it has not been melted or disintegrated. You can also summon another Thunder Rifle by expending a spell slot of 1st level or higher. If you summon a second Thunder Rifle, the first one disappears.

    You may add one infusion to your rifle as per the normal rules of infusion.

    When you create your Thunder Rifle you are proficient with the Thunder rifle; When you attack with the Thunder Rifle you can use your Intelligence modifier instead of your Dexterity modifier for the attack and damage rolls.


    Thunder Rifle Properties Damage

    Thunder Rifle Ammunition (range 150/500), loading, two-handed 1d12 piercing


    Arcane Marksman

    At 6th level, your skills with magic and engineering allow you to further improve the potency of your Thunder Rifle. When you finish a long rest and have your tinker’s tools in hand, you can use them to increase the magical power of your Thunder Rifle. Until you finish another long rest, your attacks with your Thunder Rifle count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage resistance. Your rifle now strikes with extra magical explosive force doing an extra 1D6 thunder damage. (*This damage increases to 2D6 when you reach 14th level in this class)

    In addition, on each of your turns, you can use a bonus action to give yourself advantage on the next attack roll you make using your Thunder Rifle.

    Master Gunsmith

    Starting at 14th, your Thunder Rifle now becomes truly frightening and does an extra *2d6 thunder damage and you now score a critical hit on a roll of 19-20.
    Last edited by NinjaLemur247; 2019-11-11 at 02:32 PM.