Gunsmith (5e Subclass)

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Artificer Subclass

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Gunsmith Spells

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

Gunsmith Spells
Artificer Level Spells
3rd hail of thorns, hunter's mark
5th heat metal,locate object
9th conjure barrage,lightning arrow
13th fabricate, fire shield
17th animate objects, conjure volley
Refined Arms

Upon choosing this specialization at 3rd level, you can use your artisan's tools to craft ammunition, repair damaged firearms, or even draft and create new ones (DM's discretion). Some extremely intricate and experimental firearms are only available through crafting. You may use firearms you have crafted as a spellcasting focus for your artificer spells. When wielding a gun made by anyone else, you may tinker with it on a long rest to turn it into a spellcasting focus.

When crafting firearms you make progress in increments of 25gp, spending that amount each day of work until its final cost is paid, assuming you are working 8 hours for each of those days. You can also craft ammunition for your firearms.

Modified Weaponry

At 3rd level, you can magically modify your firearms. You can have a total number of modifications active equal to your Proficiency Bonus, but a single weapon can only hold a number of modifications equal to half your Proficiency Bonus (rounded up). If a modification has a level requirement it is compared to your level in this class, not your total level.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Magic Grenades

At 9th level, you've determined how to generate a small explosive device infused with various magical abilities. As an action you can select which type of grenade and then throw it up to 30 feet + (your Strength modifier x 5) feet. If a grenade requires the target to make a saving throw the DC is equal to your Spell Save DC. The area of effect for each grenade is a 10 foot radius sphere centered on the grenade itself. You have a number of these devices equal to your Proficiency Bonus and regain them after finishing a Long Rest.

  • Elemental Explosion: Choose one of the following damage types: fire, cold, lightning, acid, poison. Targets in the affected area must make a Dexterity Saving Throw. Your grenade deals 1d6 of the chosen type to creatures who fail the save, or half as much to those who pass. the damage increases by 1d6 every other level with a max of 6d6 at 19th.
  • Flashbang: Creatures must make a Constitution Saving Throw. Creatures who fail are blinded for 1d6 rounds and deafened for half as many rounds (minimum of 1). The creature can repeat the save at the end of each of its turns.
  • Berserker: Creatures must make a Wisdom Saving Throw or go berserk for 1d6 + 1 rounds. While affected the creature(s) must use its action to attack the nearest creature. At the end of its turn it can repeat the saving throw. Creatures immune to charm are unaffected.
  • Flash Freeze: The area becomes covered in magical frost and counts as difficult terrain for 1d6+1 rounds. Any creatures in the area when the grenade detonates must make a Dexterity Saving Throw or fall prone.
  • Paralysis: Targets must make an Intelligence Saving Throw or become paralyzed for 1d4 rounds. A creature can repeat this saving throw at the end of each of its turns.
  • Repulson: The grenade unleashes a shockwave that deals 2d4 Thunder damage to all creatures within range. Each creature must make a Strength Saving Throw or drop what it is holding, which is knocked 2d4 * 5 feet away from the center of the grenade's area. Loose objects automatically fail.
  • Wild Magic: All creatures are affected by a random effect from the following Wild Magic Grenade table.
Wild Magic Grenade
1d12 Effects
1 All creatures continuously sneeze for the next 1d4 hours.
2 All creatures’ skin and hair color will randomly change for the next 2d4 hours.
3 All creatures grow a long beard made of feathers that remains until they sneeze, at which point the feathers explode out from their faces.
4 Creatures are surrounded by faint, ethereal music for the next minute.
5 Creatures must make a Dexterity Saving Throw (DC is your Spell Save) and take 14d6 fire damage, or half as much on a success.
6 All creatures are reduced by one size category.
7 All creatures take 1d6 Necrotic damage and you regain hit points equal to half the damage dealt.
8 Creatures are transported to the Astral Plane until the end of their next turn, after which time they return to the space they previously occupied or the nearest unoccupied space if that space is occupied.
9 For the next minute, effected creatures regain 5 hit points at the start of each of their turns.
10 An eye appears on the creatures’ foreheads for the next minute. During that time, they have advantage on Wisdom (Perception) checks that rely on sight and gain 30-foot darkvision.
11 For the next minute, the creatures can teleport up to 20 feet as a bonus action on each of their turns.
12 All creatures regain their lowest-level expended spell slot.


Starting at 15th level when you score a critical hit with a firearm you can use your reaction to enhance the shot even further. You can force the target to make a Constitution Saving Throw (DC equal to Spell Save DC). On a success the target takes full damage and one level of exhaustion or two levels of exhaustion on a failure. If the target fails rolls a Natural 1, it takes full damage and three levels of exhaustion. The target is then immune to this feature for the next 24 hours. This feature cannot cause a creature to exceed three levels of exhaustion.

Firearm Mods[edit]

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.


Prerequisite: Firearm has the two-handed property

You affix a short blade to the barrel of your modified weapon, allowing you to make a melee weapon attack with it. The blade is a melee weapon with the finesse property that you are proficient with, and deals 1d6 piercing damage.

Booming Strikes

Prerequisite: 5th level

You pack extra power into your modified weapon. Once per turn, when you hit with the weapon, you can deal an additional 1d6 damage. If you do so, the weapon makes a loud boom which can be heard 100 feet away. If you are hidden, Intelligence (Investigation) and Wisdom (Perception) checks made to locate you that rely on sound have advantage. *Reveals your general location when fired. Increase misfire score by 2.


Prerequisite: 9th level

You can roll one additional weapon damage die when determining the extra damage for a critical hit with this weapon.

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.

Expanded Magazine

Your modified weapon can be more efficiently reloaded. You can reload your modified weapon once as a free action. You can’t use this feature again until you finish a short rest. No Misfire increase.


You affix a targeted light to your weapon. As a bonus action, you can toggle the light on or off. While on, your weapon sheds bright light in a 60-foot cone. No misfire increase.

Integrated Magazine

Prerequisite: Expanded Magazine

Your modified weapon can be more efficiently reloaded. You can reload your modified weapon twice as a free action. You can’t use this feature again until you finish a short rest.

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.


Prerequisite: Level 6

As a bonus action you can manifest a magical scope atop your weapon. This scope remains until the start of your next turn. Until then you do not get disadvantage for attacking at long range. 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.

Siege Weapon

You modify your weapon to be more effective against barriers. Your weapon deals double damage against structures. This modification cannot be applied to adamantine weapons.

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 has the bayonet 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 instead of the bayonet's normal 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.

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