Gunsmith
These inventors focus their efforts into perfecting and personalizing their high-tech weapons.
Gunsmith Spells
3rd-level Gunsmith feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the following table. These spells count as artificer spells for you, but they do not count against the number of artificer spells you prepare.
Level | Spells |
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3 | Grease, Hunter's Mark |
5 | Heat Metal, Silence |
9 | Haste, Conjure Barrage |
13 | Otiluke's Resilient Sphere, Summon Construct |
17 | Swift Quiver, Conjure Volley |
Experimental Gunsmithing
3rd-level Gunsmith feature
You gain proficiency with Gunsmith's Tools, and you can create Renaissance era firearms as an Infused item. These weapons are not valid targets for your normal infusions. Instead, you gain access to special infusions that can only be applied to firearms. Each firearm you create can have a single infusion. Some of these infusions require the weapon to have a certain property. Only you can benefit from these infusions.
Firearms you create gain a +1 bonus to attack and damage rolls. At level 10, this bonus increases to +2, and to +3 at level 17.
Bayonet (barrel): You can also use the weapon as a simple melee weapon with the Finesse property that deals 3 (1d6) piercing damage on a hit.
Bipod (barrel, req. Two-handed): If you are prone while taking the shot, you do not incur disadvantage when firing at long range.
Short Barrel (barrel): Halves the weapon's long range, but you do not incur disadvantage if you fire within melee range.
Aperture Sights (sight): Attacks with the weapon ignores half and three-quarters cover.
Quick-draw Holster (req not Two-handed): You have advantage on your first attack during the first round of combat.
Double Barrels (barrel, req Loading): The weapon loses the Loading property.
Extra Attack
5th-level Gunsmith feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Specialist Ammunition
5th-level Gunsmith feature
You can change one firearm infusion as part of a short rest, and you learn the following firearms infusions:
Hollow-point Ammunition (ammunition): Attacks with the weapon deal a critical hit on a 19.
Silver Bullets (ammunition): Creatures not in its true form that you hit with the weapon must make a Charisma saving throw against your spell save DC or instantly revert to its true form.
Polar Ammunition (ammunition): The first creature you hit each turn with the weapon have their movement speed reduced by 10 feet until the start of your next turn.
Charged Ammunition (ammunition): The first creature you hit each turn with the weapon cannot take reactions until the start of your next turn.
Zombie Ammunition (ammunition): The first creature you hit each turn with the weapon cannot regain hit points until the start of your next turn.
High-tech Parts
9th-level Gunsmith feature
You can create Western era weapons, which can have two infusions, but still only counts as one of your infused items. A single item cannot have two modifications to the same part of it, eg it cannot have both a bipod and a bayonet. Additionally, you learn the following firearms infusions:
Buzzer Rounds (ammunition): Targets hit by the weapon have disadvantage on any concentration checks they make as a result of the damage.
Scope (sight, req Two-handed): Doubles the long range of the weapon.
Silencer (barrel): Attacks with the weapon becomes far quieter, only audible to a range of 30 feet, but the weapon's short and long range is halved.
Barrel Light (barrel): You can use a Bonus Action to to toggle a cone of light from a contraption under the weapon's barrel. The weapon shines bright light in a 30 foot cone, and dim light for 30 feet beyond that.
Incendiary Ammunition (ammunition): The first creature you hit each turn takes an additional 3 (1d6) fire damage.
Dragon's Breath Ammunition (ammunition): Converts a firearm to fire dragon's breath shells. Instead of its normal attack, firing the weapon forces all creatures in a 15 foot cone to succeed on a Dexterity saving throw, or take a number of d6s of fire damage equal to your proficiency bonus, or half as much on a successful save.
Modular Rails
15th-level Gunsmith feature
You can create Modern era weapons, which can have three firearms infusions. Additionally, you learn the following firearms infusions:
Holographic Sight (sight): If you miss an attack with this weapon, the next attack you make against that creature on that turn has advantage.
Skeletonized Frame (stock): Your movement speed increases by 10 feet when you hold the weapon.
Nightvision Scope (sight): You gain darkvision out to the weapons short range while you wield it.
Vampiric Rounds (ammunition): If you reduce a creature to 0 hit points with an attack from this weapon, you gain temporary hit points equal to your level in this class.
Exploding Ammunition (ammunition): When you hit with the weapon, all other creatures within 5 feet of the target takes 7 (2d6) force damage.
Laser Sight (sight): You suffer no disadvantage from attacking in melee range.
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Receiver
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Sight
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Stock
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Barrel
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Ammunition
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Padded Stock (stock): You can
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Holographic Sight (sight):
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Thermal Scope (sight):