Remove these ads. Join the Worldbuilders Guild

Artificer Arcane gunslinger


Hit Points

Hit Dice: d8 per Artificer Arcane gunslinger level
Hit Points at first Level: 8+ your constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st

Proficiences

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, firearms equipment
Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose three from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

Overview & Creation

The Artificer spell slots per spell Level
level Proficiency bonus Features infusions known Infused Items Cantrips known 1st 2nd 3rd 4th 5th
1st +2 Magical Tinkering, Spellcasting - - 2 2 - - - -
2nd +2 Infuse Item 4 2 2 2 - - - -
3rd +2 Artificer Specialist, The Right Tool for the Job 4 2 2 3 - - - -
4th +2 Ability Score Improvement 4 2 2 3 - - - -
5th +3 Artificer Specialist feature 4 2 2 4 2 - - -
6th +3 Tool Expertise 6 3 2 4 2 - - -
7th +3 Flash of Genius 6 3 2 4 3 - - -
8th +3 Ability Score Improvement 6 3 2 4 3 - - -
9th +4 Artificer Specialist feature 6 3 2 4 3 2 - -
10th +4 Magic Item Adept 8 4 3 4 3 2 - -
11th +4 Spell-Storing Item 8 4 3 4 3 3 - -
12th +4 Ability Score Improvement 8 4 3 4 3 3 - -
13th +5 - 8 4 3 4 3 3 1 -
14th +5 Magic Item Savant 10 5 4 4 3 3 1 -
15th +5 Artificer Specialist feature 10 5 4 4 3 3 2 -
16th +5 Ability Score Improvement 10 5 4 4 3 3 2 -
17th +6 - 10 5 4 4 3 3 3 1
18th +6 Magic Item Master 12 6 4 4 3 3 3 1
19th +6 Ability Score Improvement 12 6 4 4 3 3 3 2
20th +6 Soul of Artifice 12 6 4 4 3 3 3 2

 


Class Features

Magical Tinkering At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:  

  • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
  • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
  • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
  • The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.   Infused items At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.   Infusions Known When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.   Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.   Infusing an Item Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).   Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.   You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.   If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.   The Right Tool for the Job At 3rd level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.   Ability Score Improvement When you reach 4th level, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   Tool Expertise At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.   Flash of Genius At 7th level, you've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.   You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.   Magic Item Adept When you reach 10th level, you achieve a profound understanding of how to use and make magic items:   You can attune to up to four magic items at once. If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold. Spell-Storing Item At 11th level, you can now store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared).   While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.   Magic Item Savant At 14th level, your skill with magic items deepens more:  
  • You can attune to up to five magic items at once.
  • You ignore all class, race, spell and level requirements on attuning to or using a magic item.
  Magic Item Master Starting at 18th level, you can attune up to six magic items at once.   Soul of Artifice At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:  
  • You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
  • If you're reduced to 0 hit points but not killed out-right, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.
Firearm Properties Reload The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.   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 Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.   Ammunition All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • any two simple weapons
  • a light crossbow and 20 bolts
  • (a) studded leather armor or (b) scale mail
  • thieves’ tools and a dungeoneer’s pack

 


Spellcasting

Spellcasting You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.     Tools Required You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools.   After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.   Cantrips (0-Level Spells) At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer can trips of your choice, as shown in the Cantrips Known column of the Artificer table.   When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.   Preparing and Casting Spells The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.   Spellcasting Ability Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier   Ritual Casting You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.


Subclass Options

Arcane Gunslinger   Experimental crystalize Alchemy beginning at 3rd level, you gain the ability to take the essence of creatures whether it be blood or ooze or even a fire elementals flames by using a new alchemist jar that extracts the essence for you along with gold equivalent to the crystal cost shown in the firearms table. . After spending 10 minutes on performing an alchemic ritual you can create a crystalized power source that can only be used with your arcane firearm the quantity of shots is different depending on the gun you use. The crystals damage properties changes depending on the essence you used in creating the crystal and its quality. look at the chart to determine what you can make. The creation of higher quality crystals is determine of your general level and understanding. The quality of crystal is added to the damage of a roll used for attacks. The maximum number of crystals you can create with this feature at one time is equal to double your Intelligence modifier (minimum of 1).If you try to exceed your maximum, the oldest crystal shatters and looses its properties.

Essence type Damage type Level to make CR Quality
Aberration Psychic 3rd 4 and under +0
Beast piercing 6th 5 - 10 +1
Celestial radiant 11th 11-19 +2
Construct Thunder 15th 20-30 +3
Dragon same as the dragons breath elemental type
Elemental same as the elemental type
Fey Force
Fiend same as the fiend elemental type
giant same as the giant elemental type
humanoid bludgeoning
Ooze acid
Plant poison
Undead Necrotic
Monstrosity Slashing
Arcane Gunsmith Starting at 3rd level you are able to create a arcane firearm that is specifically used to harness the properties of the essence crystals. you can create replicas of the original firearms but with a new mechanism that allows you to use the crystals to its full capabilities. you gain proficiency with Tinker’s Tools . You may use them to craft ammunition crystals at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting. All attacks made by these weapons and crystals count as magical for the Purpose of overcoming Resistance and immunity to nonmagical attacks and damage.
Name Cost crystal cost and usage Damage Damage type Range Properties
Arcane Palm Pistol 50g 2g (20 ) 1d8 Crystal type (40/160) Light, reload 1, misfire 1
Arcane Pistol 150g 4g (20) 1d10 Crystal type (60/240) Reload 4, misfire 1
Arcane Musket 300g 5g (20) 1d12 Crystal type (120/480) Two-handed, reload 1, misfire 2
Arcane Pepperbox 250g 4g (20) 1d10 Crystal type (80/320) Reload 6, misfire 2
Arcane Blunderbuss 300g 5g (5) 2d8 Crystal type (15/60) Reload 1, misfire 2
Arcane Bad News Crafted 10g (5) 2d12 Crystal type (200/800) Two-handed, reload 1, misfire 3
Arcane Hand Mortar Crafted 10g (1) 2d8 Crystal type (30/60) Reload 1, misfire 3, explosive
Crystalize infusion at 5th level you gain the ability to infuse crystals together making stronger and usable. by spending 10 minutes you can create an infused crystal. Depending on the crystal type and quality you can create an unstable one time use stronger crystal the effects vary on the crystals used making the quality of the crystal equal to the combine sum of both crystals to the max quality of 5. The maximum number of crystals you can fuse with this feature at one time is equal to your Intelligence modifier (minimum of 1).If you try to exceed your maximum, the oldest crystal shatters and looses its properties. These infused crystals don't count for the number crystals you can hold made through the Experimental crystalize Alchemy. you can only use one infused crystal per turn and only hold a certain amount of the same type of crystal at once. Crystalize infusion =DC 8+prof+intellegence  
  • Rail shot(1 Beast crystal and 1 elemental crystal)(max1) As an action you place this crystal into your firearm unleashing its energy ,A forming a line of 120 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes your weapon damage die+1 additional damage die per quality of crystals max(5) (damage type based on element)on a failed save, or half as much damage on a successful one.
  • Big bang shot (1 Humanoid crystal and 1 elemental crystal)(max1)(20/60)as an action you can throw this unstable crystal on impact of an object it explodes. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. takes your weapon damage die+1 additional damage die per quality of crystals max(5) (damage type based on element)on a failed save, or half as much damage on a successful one.
  • Elemental Impairing Shot(1 monstrosity crystal and 1 elemental crystal)(max2) As an action you make a range attack against a creature on hit target creature takes your weapon damage die+1 additional damage die per quality of crystals max(5) (damage type based on element)and depending on element used in the creation of this crystal depends on the side effect.
  • Fire- target becomes engulfed in a burn that deals fire damage equal to your proficiency bonus.
    Cold- target looses 10ft of its movement until the start of your next turn
    Lighting- target becomes shocked and becomes delayed in its next attack, shocked creature gets disadvantage on its attacks until the end of your next turn.
    Acid- target becomes coated in a thick ooze that hinders its movement, the first attack against the creature gains advantage.
    Poison-creatures 5ft from the target must make a constitution saving throw or take 2d12 poison damage
    Necrotic-target gets engulfed in necrotic energy, it can’t regain hit points until the start of your next turn.
    radiant-target must make a constitution saving throw or become blinded until the end of your next turn.
    psychic-target becomes distracted by a psychic whisper, target looses its reaction until the start of your next turn
  • impact shot(1 Monstrosity crystal and 1 beast crystal)(max2)As an action you can use this crystals to make an range attack roll with advantage. on hit the target takes 1d12 slashing damage+1 additional damage die per quality of crystals max(5)
  • Banishing shot(2Abjuration crystals)(max 1) You use the abjuration nature of the crystal to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by this attack takes 2d10 psychic damage and must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
  • Ensnaring bullet(1Fey crystal and 1 beast)(max1) using the nature of the fey you can use this crystal to restrain a target. as an action you make a range attack on hit the target takes your weapon damage die+1 additional damage die per quality of crystals max(5)(Force damage) and must make a strength saving throw or be knocked prone
  • Paralyze shot (2 beast crystals )(max1)As an action you make an range attack roll with this crystal. on hit the target takes 2d10 piercing damage +your weapon damage die and the target must make a constitution saving throw. on a fail roll the target becomes paralyzed for 1 minute or until it uses an action to roll again to break it.
  • healing bullet(2 plants)(max2)heals ally for 2d8 + 1 additional die per quality of crystals.
  • vampiric bullet(2 undead )(max1)As an action you make an range attack roll with this crystal. on hit the target takes 2d6 necrotic damage +your weapon damage die and you regain hit points equal to half the amount of necrotic damage dealt.
  • knock back shot(2 humanoid)(max2)As an action you make an range attack roll with this crystal. on hit the target takes 2d10 bludgeoning damage +your weapon damage die blasting the target 15ft back and must make a strength saving throw or be knocked prone.
  • venomous shot(1plant 1beast)(max2)As an action you make an range attack roll with this crystal. on hit the target takes 3d6 piercing damage +your weapon damage die and the target must make a constitution saving throw. on a fail roll the target takes 6d8 poison damage and becomes poisoned for one minute, on a success the target takes half and is not poisoned.
  • Acidic grenade(2ooze crystals)(20/60)(max1) as an action you can throw this vile crystal and creates a 15 foot pool of a deadly acid that last for 1 minute. Every creature in the area must make a dexterity saving throw upon impact ,on a fail save the creature takes 5d8 acid damage or half on a success. while the pool is on the field every creature that starts or ends its turn in this pool they take an additional 2d6.
  • Flash crystal(2constructs )(max2)- When you take damage, you can use your reaction to destroy this crystal on the ground causing it to unleash a thunderous boom that allows your to move 15feet away to an unoccupied space without taking a opportunity of attack until your next turn.
Extra Attack Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn   Rapid Repair Upon reaching 9th level, you learn how to quickly attempt to fix a jammed gun. You can to attempt to repair a misfired (but not broken) firearm as a bonus action equal to your proficiency.   Action surge Starting at 15thlevel, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.


Created by

Merlin949.

Statblock Type

Class Features

Link/Embed