Gunsmith (Artificer Specialist)

*(This artificer specialist option is compatible with Matthew Mercer's Gunslinger firearms.)*

In an age of dawning technology, no weapon is more feared nor more potent than the firearm. With the crack of a gunshot and the smell of burnt black powder lingering through the air, firearms have gained a reputation for their distinct appearances and complex functionalities, not to mention their extensive variations. In this time, gunsmiths become revered for their abilities to quickly produce such firearms as well as laden them with enchantments to heighten their ability, and craft a myriad of physical attachments to enhance the firearm's physical properties. Such as they are skilled in assembling firearms, they have also developed the skill required in utilizing them to their fullest, deadliest extent.

#### **Firearm Expertise**

Starting when you adopt this specialization at 3rd level, you gain expertise with firearms, allowing you to add double your proficiency bonus to attacks made with firearms.

#### **Gunsmith Spells**

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the table below. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

#### **Refined Gunsmith**

Upon adopting this specialization at 3rd level, you may use your tinker's tools to craft ammunition, repair damaged firearms, or even draft and create new ones (at the DM's discretion). Some extremely intricate and experimental firearms are only available through crafting.

Crafting a firearm takes time and resources, a process which can be enhanced through the use of magic. A firearm has a creation cost equal to its base price. When crafting a firearm, you make progress in 25 gp increments, spending that amount for each day of work until the total cost is paid, assuming you are working 8 hours for each of those days. At the end of this crafting period, you can expend a 1st-level spell slot to give the firearm slight enchantments, turning it into a magical weapon and giving it a +1 bonus to attack and damage rolls made with the firearm.

Additionally, you can craft ammunition for your firearms by spending half of the base cost of the ammunition and 1 hour of work, creating the amount of ammunition listed for its price.

#### **Firearm Modifications**

At 3rd level, you can magically modify your firearms, which enhance their physical capabilities in a variety of ways. Whenever you finish a long rest, you may put a new *firearm modification* on a firearm you touch, or you may replace an already existing *firearm modification* with a new one. A firearm can have a number of *firearm modifications* on it equal to your Intelligence modifier (minimum of one), and a *firearm modification* can only be put on a firearm once, unless stated otherwise.

When you finish crafting a firearm as part of your Refined Gunsmith feature, you may spend an additional 100 gp to craft it with a permanent *firearm modification.* This *firearm modification* does not go against the number of *firearm modifications* you can have on the firearm, and it can't be removed by any means short of destroying the weapon, though normal *firearm modification* prerequisites still apply.

For the list of possible *firearm modifications,* see the Firearm Modifications section below.

#### **Extra Attack**

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

#### **Expert Gunsmith**

At 9th level, your craft is honed to a deadly efficiency:

* When you finish crafting a firearm as part of your Refined Gunsmith feature, you can expend a 2nd-level spell slot instead of a 1st-level spell slot, to give the firearm strong enchantments, turning it into a magical weapon and giving it a +2 bonus to attack and damage rolls made with the firearm.
* You add your Intelligence modifier to the damage you deal with firearms.

#### **Masterwork Gunsmith**

At 15th level, your craft is now tried and true, and you have unlocked the best potential for your weaponry:

* When you finish crafting a firearm as part of your Refined Gunsmith feature, you can expend a 3rd-level spell slot instead of a 1st-level spell slot, to give the firearm epic enchantments, turning it into a magical weapon and giving it a +3 bonus to attack and damage rolls made with the firearm.
* When you score a critical hit using a firearm, you can expend a spell slot to deal additional force damage; a 1st-level spell slot deals 2d6 force damage, increasing to 3d6 for a 2nd-level spell slot, 4d6 for a 3rd-level, 5d6 for a 4th-level, and 6d6 for a 5th-level.
* If you kill a creature with a firearm you are wielding, you can regain an expended 1st-level or 2nd-level spell slot.

## **Firearm Modifications**

#### **Arcane Loader**

If you load no ammunition in the firearm, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

#### **Arcane Receiver**

*Prerequisite: Firearm does not have the charge chamber modification*

When making a ranged weapon attack with the firearm, instead of using ammunition, you can expend a spell slot of 1st-level or higher to fire a magical bullet. If the attack hits, the weapon deals damage as normal, except it's force damage, and then it deals 1d8 additional force damage. This damage increases by 1d8 for each slot level above 1st.

#### **Bayonet Mount**

*Prerequisite: Firearm has the two-handed property and does not have the static discharge modification*

A mount affixed to the end of the firearm, which allows a dagger to be placed in it. While a dagger is in the bayonet mount, you can make a melee weapon attack with the dagger while wielding the firearm. In addition, when you take the Dash action while a dagger is in the bayonet mount, if you move in only a straight line during the Dash, you can make a melee weapon attack with advantage with the dagger while wielding the firearm.

#### **Charge Chamber**

*Prerequisite: Firearm does not have the light property or the arcane receiver modification*

As an action, you can begin to charge up arcane energy within a special charging chamber in the firearm. On your next turn, you can then use your action to fire an intense beam of concentrated energy at a target within 60 feet of you that you can see. Make a ranged attack roll against the target, dealing 6d6 force damage on a hit. After firing the energy beam, you must wait 1 minute for the chamber to cool before you can charge up another beam. If you do not fire the energy beam on the turn after you charge it up, the beam is wasted and you take 2d6 fire damage, although you may charge it up again afterwards as an action.

#### **Close Combat Adjustments**

*Prerequisite: Firearm does not have the two-handed property*

Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged weapon attack rolls. In addition, when you would be able to make an opportunity attack against a creature, you can make a ranged weapon attack using this firearm as your reaction instead.

#### **Elemental Receiver**

*Prerequisite: Firearm is a magical weapon.*

When you apply this modification to a firearm, choose one of the following damage types; acid, cold, fire, lightning, or thunder. Damage dealt by the firearm is of the chosen damage type in addition to its other damage types. A firearm may receive this modification any number of times.

#### **Light Frame**

*Prerequisite: Firearm does not have the two-handed property*

The firearm gains the light property, and it weighs half of its normal weight.

#### **Precision Scope**

*Prerequisite: Firearm has the two-handed property and does not have the range scope modification*

You can use your bonus action to aim the firearm, and the next ranged weapon attack you make with the firearm on this turn ignores half cover and three-quarters cover, and on a hit it deals an additional 1d8 damage to the target. You can only use this bonus action if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

#### **Quickfire Mechanism**

*Prerequisite:* *Firearm does not have the sound suppressor modification*

After making a ranged weapon attack using this firearm, you can use your bonus action to make an immediate ranged weapon attack with disadvantage.

#### **Range Scope**

*Prerequisite: Firearm does not have the precision scope modification*

You do not get disadvantage for attacking at long range. In addition, you can use your bonus action to aim the firearm, giving you advantage on the next ranged weapon attack roll made with this weapon on the current turn. You can only use this bonus action if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

#### **Sound Suppressor**

*Prerequisite: Firearm does not have the explosive property or the quickfire mechanism modification*

While you are hidden from a creature, ranged weapon attack rolls with this firearm are made with advantage. Additionally, when you are hidden from a creature and miss it with a ranged weapon attack using this weapon, making the attack doesn't reveal your position.

#### **Spring Holster**

*Prerequisite: Firearm does not have the two-handed property*

You can stow or draw the firearm freely without using an action.

#### **Static Discharge**

*Prerequisite: Firearm does not have the bayonet mount modification*

You can make a melee weapon attack with the firearm, which can be made using Strength or Dexterity. On a hit, the weapon deals 2d4 lightning damage, and if the target is a creature, it must succeed on a DC 12 Constitution saving throw or become stunned until the start of your next turn.