jackhaydock / Jackalope_Homebrew

Homebrew content for DnD 5e
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Subclass: Gunsmith/Arbalest/Ballistics/Marksman Artificer #78

Open jackhaydock opened 1 year ago

jackhaydock commented 1 year ago

Ranged/Trigger weapon focused artificer that actually focuses on weapons

name ideas:

Ideas:

Could limit it to "trigger" weapons, crossbows and firearms, ignoring bows, slings and nets


Features

Subclass Name/Summary TBD

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with either smith's tools or woodcarver's tools (your choice). If you already have both these proficiencies, you gain proficiency with one other type of artisan's tools of your choice.

TBD Spells

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

TBD Spells Artificer Level Spell
3rd ensnaring strike, hunter's mark
5th branding smite, conjure barrage
9th
13th
17th banishing smite, conjure volley

Smart Shooter

Starting at 3rd level, when you make a ranged weapon attack with a ranged weapon, you can use your Intelligence modifier, instead of your Dexterity modifier, for the attack and damage rolls.

Weapon Mods

Starting at 3rd level, you can modify ranged weapons, enhancing their effectiveness or even giving them new features all together. At the end of a short or long rest, with smith's tools or woodcarver's tools in hand, you can touch a ranged weapon that has the ammunition property and grant it one of the following modifications, which lasts until you use this feature again. more concurrent mods at higher levels

Calibrated Sight. The weapon gains an adjustable sight you can use to take the perfect shot. As a bonus action, you can gain advantage/ a +5 bonus on your next ranged attack roll with the weapon within the next minute.

Elemental Infuser. The weapon gain an attachment that imbues fired ammunition with elemental energy. When you select this mod, choose one of the following damage types; elemental types. As a bonus action on your turn you can infuse the weapon with elemental energy of the chosen type. The next time you hit a creature or object with an attack using the weapon before the end of your turn, you can deal an additional 1d6 damage of the chosen type.

Underbarrel Spellslinger. The weapon gains the ability to channel certain spells through magic ammunition. When you make an attack with this weapon, you can use a bonus action to cast one of the following spells; grease, shatter or web. You don't need to have the spell prepared or provide material components, however, you must still expend a spell slot of an appropriate level.

tbd Bayonet. You can use this weapon to make a melee weapon attack. You are proficient with this attack and it can benefit from your Smart Shooter feature. On a hit, the attack deals 1d6 + the ability modifier you used for the attack bludgeoning or piercing damage (your choice). If you make this attack with two hands, the damage die increases to a d8.

Extra Attack

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

Range Master ALT to extra attack

At 5th level, your skills with ranged weapons become more specialized. You choose one of the following benefits. Whenever you gain a level in this class, you can replace your chosen benefit with a different one.

Assaulter. You can attack twice, rather than once, whenever you take the Attack action on your turn.

Blaster. Being within 5 feet of a hostile creature doesn't impose disadvantage on your attack rolls with ranged weapons. In addition, once per turn, when you hit a creature within 5 feet of you using a ranged weapon, you can deal an additional 1d8 damage to it.

Sniper. Attacking at long range with ranged weapons does not impose disadvantage on your attack rolls. In addition, your attacks with ranged weapons score a critical hit on a roll of 19 or 20 on the d20. maybe deal extra damage to targets at range instead

Improve this at later levels?

9th level feature TBD

15th level feature TBD


Discarded

for range master Akimbo. You can engage in two-weapon fighting even if one or both weapons are ranged. In addition, you do not need a hand free to load ammunition into one-handed ranged weapons. arguably ammo bit is not needed as repeating shot is an option

Akimbo ALT. When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a one-handed ranged weapon you are holding. This one is arguably better as you still get your mods and can potentially use the same one handed weapon twice. However extra attack is arguably just better