# Artificer Subclass: Gunsmith (Revised) 
###### A master of engineering, you forge a firearm powered by a combination of magic and science.
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## Class Features

### Master Smith

When you choose this specialization, you gain specialization with smith's tools and learn the *Mending* cantrip.

### Thunder Cannon
At	1st	level, you	forge	a	deadly	firearm	using a	combination	of	arcane	magic	and	your knowledge	of	engineering	and	metallurgy.	This	firearm is	called	a Thunder	Cannon.	It	is a ferocious weapon	that	fires	leaden	bullets	that can	punch	through	armor	with	ease.

You	are proficient	with the	Thunder	Cannon.	
The	firearm is	a two-handed ranged	weapon	that deals 2d8 piercing	damage.	Its	normal	range	is 150	feet,	and	its	maximum	range	if	500	feet. Once	fired,	it	must	be	reloaded	as	a	bonus	action. If	you	lose	your	Thunder	Cannon,	you	can	create	a	new	one	over	the	course	of	three	days	of	work (eight	hours each	day) by	expending	100	 gp	worth	of	metal	and	other	raw	materials.

### Arcane Magazine
At	1st	level,	you	craft	a	leather	bag	used to	carry your	tools	and	ammunition	for	your Thunder	 Cannon.	Your	Arcane	Magazine includes	the	powders,	lead	shot,	and	other	materials	needed	to	keep	that weapon	functioning. You	can	use	the	Arcane	Magazine	to	produce	ammunition for	your	gun.	At	the	end	of each	long	rest,	you	can magically produce	40	rounds	of	magical ammunition with	this	magazine.	After	each	short	rest,	you	can	produce	10	rounds.
If	you	lose	your	Arcane	Magazine,	you	can	create	a	new	one	as	part	of	a	long rest, using	25	gp	of	leather	and	other	raw	materials.

### Thunder Monger
At	3rd	level,	you	learn	to	channel	thunder energy	 into	your	Thunder	Cannon.	As	an	action,	you	can	 make	a	special	attack	with your	Thunder	Cannon such that it now does additional thunder damage as per the chart below.

| Level | Damage |
|:----:|:-------------|
| 3rd | 1d6 |
| 5th | 2d6 |
| 7th | 3d6 |
| 9th | 4d6 |
| 11th | 5d6 |
| 13th | 6d6 |
| 15th | 7d6 |
| 17th | 8d6 |

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Credit: http://www.giantitp.com/forums/showthread.php?367999-5e-Homebrew-The-Artificer-(of-Alancia)
### Munitions Crafting
At 6th level, you've used your Thunder Cannon enough that you want to see what else you can get it to do. You begin to craft a variety of different ammunition to employ on the battlefield. You gain access to 2 of the following now, and an additional one at 9th, 14th, and 17th levels. If the munition requires an attack roll, use the same attack roll as you would for your regular shot. Each special munition can only be used once between a short or long rest. Some have level requirements noted in parentheses.

#### Blast Wave
As	an	action,	you	can	make	a	special attack.	Rather	 than	making	an	attack	roll,	you unleash	force	 energy	in	a 15-foot	cone from	the	gun.	Each	 creature in	that area	must	make	a Strength	 saving	throw with	a	DC	of	8	+ your	proficiency	bonus	+	your Intelligence	modifier.	On	a	failed	 saving	throw,	a	target takes	1d6 force	damage and	is	pushed	10	feet	away	from	you. This	damage	increases	by	1d6 when	you	reach 9th(2d6), 14th(3d6), and	 17th(4d6) levels in this class.

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#### Alchemist's Wrath
You learn how to fill a delicate bullet with an acid that burns into your enemy upon impact. As an action, you can make a special attack. If the attack hits the target takes 2d6 acid damage. As you level up, you learn how to craft more potent acids that deal damage as per the chart below.

| Level | Damage |
|:----:|:-------------|
| 6th | 3d6 |
| 7th | 4d6 |
| 9th | 5d6 |
| 11th | 6d6 |
| 13th | 7d6 |
| 15th | 8d6 |
| 17th | 9d6 |


#### Lightning Shot (Level 9)
You	can now	shoot	lightning
energy	through your	Thunder	Cannon.	As	an	 action,	you	can	make	a	special	attack	with	it.	 Rather	than	making	an	attack	roll,	you cause	the	 gun	to unleash a	bolt	of	lightning,	5-feet	wide	and	30-feet	long.	Each	creature	in	that area	must	make	Dexterity	saving	throws	with a	DC	of	8	+	your	proficiency	bonus	+	your	Intelligence	modifier.	On	a	failed	saving	throw,	a	target takes	 4d6 lightning	damage.	This	damage	increases at at 14th(5d6) and 17th(6d6) levels in	this	class.


#### Incindiary Round (Level 9)
You have imbued a bullet with a power such that it bursts into flames upon imact with its target. If your attack roll is successful then the target takes 2d8 piercing and 2d8 fire damage. The target must then make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your intelligence modifier. On a failed saving throw, the target takes an additional 1d4 of fire damage every turn until they take an action to put the fire out. This increases by an additional 1d4 of fire damage at 9th(2d4), 14th(3d4), and 17th(4d4) levels in this class.

#### Explosive Round (Level 14)
You	can	channel	fiery	energy	into	your	Thunder	Cannon. As	an	action,	 you	can	make	a	special	attack	with	it.	Rather	
than	making	an	attack	roll,	you launch	an	 explosive	round	from	the	gun.	The	round detonates	in	a	30-foot	radius	sphere	at	a	point	within	range.	Each	creature in	that area	must	
make	a	Dexterity	saving	throw with	a	DC	of	8	+	your	proficiency	bonus	+	your	Intelligence	modifier.	On	a failed saving	throw,	a	target takes	4d6	fire	damage. This increases at 17th(5d6) level in this class.

#### Tranquilizer Dart
If your attack roll is successful, the target must make a Constitution saving throw with a DC of 8 + your proficiency bonus + your intelligence modifier. If the target fails the saving throw, the target falls unconcious and do not wake until they succeed this saving throw. This saving throw is made by the target on their turn if in combat, and once every hour if outside of combat. If the target takes damage while sleeping they regain conciousness.
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#### Scatter Shot
You have created a shell that, upon exiting the barrel of the Thunder Cannon, sends several small metal pellets out in a wide area. As an action, make a special attack. Any target within a 25ft cone must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your intelligence modifier. On a failed saving throw, the target takes 3d6 piercing damage if within 15 feet, and 2d6 if between 15 and 25 feet.  This increases by an additional 1d6 of piercing damage at 9th(4/3d6), 14th(5/4d6), and 17th(6/5d6) levels in this class.



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Credit: Hagshii01's alternate artificer class
http://homebrewery.naturalcrit.com/share/Bkclf0Mvx