You have dedicated your great intellect to the development of a one-of-a-kind weapon of war, the Arcane Firearm. Marked by this signature weapon, you enter the fray with the swagger and guile only found in one kind of Artificer, the Artillerist.
Level 3: Tools of the Trade
You gain proficiency with alchemist’s supplies and smith’s tools. If you are already proficient with these tools, you gain proficiency with another set of artisan’s tools of your choice.
Level 3: Gunslinger Spells
You learn certain spells at the Artificer levels noted in the table below. These do not count against your total number of Spells Known and cannot be switched upon gaining a level.
| Artificer Level | Spells |
|---|---|
| 3rd | chaos bolt , guiding bolt |
| 5th | acid arrow, arcane scorcher |
| 9th | conjure volley ll, lightning arrow ll |
| 13th | banishment, fire shield |
| 17th | skill empowerment *, swift quiver ll |
Level 3: Arcane Firearm
Your groundbreaking research has led to the development of your signature Arcane Firearm, which uses the rules below:
Crafting your Firearm. During the course of a long rest, you can spend 1 hour using smith’s tools to retool one firearm in your possession into your Arcane Firearm. Your Arcane Firearm is only usable by you, and retooling another firearm in this way causes the magic of the previous Arcane Firearm to instantly dispel.
Properties. Your Arcane Firearm retains all properties it possessed prior to being retooled. It also has the following additional properties:
- Concussive Impact. You may have your Arcane Firearm deal force damage instead of its default damage type when you make an attack with it.
- Intuitive Handling. You can use your Intelligence, in place of Strength or Dexterity for attack and damage rolls with your Arcane Firearm.
- Arcane Masterpiece. You can use your Arcane Firearm as a spellcasting focus for Artificer spells.
Infusions. Your Firearm can bear one Infusion for a ranged weapon, metal rod, or Tiny object.
Upgrades. Upon creation, your Arcane Firearm gains two Upgrades of your choice from the list of Upgrades at the end of this Specialization. At certain Artificer levels, your Arcane Firearm gains more Upgrades: at 5th level (3), 10th level (4), and finally at 15th level (5).
Level 5: Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, if you use your action to cast a spell, you can make one Arcane Firearm attack as a bonus action on that turn.
Level 5: Increased Capacity
You have improved your Firearm for efficient use in combat. You ignore the Loading property of your Arcane Firearm, but you must use your bonus action to reload it. You can make up to six attacks with your Firearm before you must reload.
Overcharge
You can imbue your Arcane Firearm’s attacks with additional explosive magic. Once per turn when you hit a target with an attack from your Arcane Firearm, you can expend a spell slot to cause that attack to deal bonus force damage to the target.
This bonus damage is 2d6 for a 1st-level spell slot, plus an additional 1d6 force damage for each slot level above 1st.
Quickdraw
You always seem to shoot first. You can add your Intelligence modifier (minimum of +1) to your initiative rolls. Also, if you roll initiative and are not surprised or incapacitated, you can use a reaction to make one attack with your Arcane Firearm.
Master Gunslinger
Your skill with your Arcane Firearm is nearly supernatural in battle. You can use a bonus action on your turn to steady your breathing, granting you advantage on any attacks you make with your Arcane Firearm until the end of your current turn.
Finally, once per turn when you make an attack with your Arcane Firearm with advantage, you can forgo the advantage to instead make one additional Arcane Firearm attack. You cannot gain advantage on this bonus attack.