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  The Gunsmith, Revised 
  1 
  The Gunsmith, Revised 
   
   
   
   
   
   
  Introduction: I developed the revised gunsmith specialty after 
  playtesting the artificer from both the player and Dungeon Master 
  perspectives.  Crafting and invention should define the artificer 
  class, and each gunsmith’s Thunder Cannon should be a unique 
  creation.  The Gunsmith, Revised realizes that philosophy.  Inside, 
  you will find options to customize your Thunder Cannon as a pistol, 
  rifle, or shotgun.  You will also find many powerful modifications 
  to perform on the Thunder Cannon as you advance in artificer class 
  levels.  In the future, I plan to make available my revised rules 
  for Wondrous Inventions and Artificer Crafting.  I included any 
  rules from the original Unearthed Arcana article that survived my 
  playtesting so that, much like the revised ranger, the revised 
  gunsmith fully replaces the original gunsmith specialty.    
   
   
   
   
    
   
   
   
   
   
   
   
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  The Gunsmith, Revised 
  2 
   
  The Gunsmith, Revised 
  Artificer Specialists 
  Artificers pursue a variety of specializations.  
  This supplement presents a different 
  interpretation of the gunsmith specialty 
  featured in the artificer class Unearthed 
  Arcana.  Players can select the original 
  gunsmith or the revised version, though DMs 
  will always be free to use only one or the other.  
  Crafting and invention should define the 
  artificer, and the revised gunsmith specialty 
  highlights crafting through the entire 
  character advancement path. 
    
  Gunsmith 
  A master of engineering, you forge a firearm 
  powered by a combination of science and 
  magic. 
  When you choose this specialization at 1st 
  level, you gain proficiency with smith’s tools, 
  and you learn the mending cantrip. 
  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 2d6 piercing damage.  Its 
  normal range is 150 feet, and its maximum 
  range is 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. 
   
  Crafting Additional Thunder Cannons 
  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 the 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 50 rounds of ammunition with this 
  magazine.  After each short rest, you can 
  produce 15 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. 
  At 3rd level, you make a major breakthrough 
  that allows you to improve your Thunder 
  Cannon’s design.  You gain one of the 
  following specializations of your choice: 
   Pistol Specialization.  You modify the 
  Thunder Cannon for maximum effect at close 
  range.  Being within 5 feet of a hostile 
  creature no longer imposes disadvantage on 
  your ranged attack rolls with the Thunder 
  
   
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  The Gunsmith, Revised 
  3 
  Cannon.  In addition, you can now fire the 
  Thunder Cannon a total of three times before 
  reloading. 
   Rifle Specialization.  You modify the 
  Thunder Cannon to increase its range and 
  stopping power.  Your Thunder Cannon’s 
  normal range is now 300 feet, and its 
  maximum range is 1,000 feet.  In addition, 
  the Thunder Cannon’s damage die becomes a 
  d8. 
   Shotgun Specialization.  You modify the 
  Thunder Cannon for use against groups of 
  enemies and to deliver devastating damage at 
  extreme close range.  On a hit, you can make 
  another attack against up to two additional 
  targets within 5 feet of the original target and 
  within range of the Thunder Cannon.  Shots 
  against additional targets incur a -5 penalty 
  to attack rolls.   
   Alternatively, if you make a ranged weapon 
  attack against a creature within 10 feet, the 
  target takes an additional 1d6 piercing 
  damage.  This damage increases by 1d6 when 
  you reach certain levels in this class: 13th 
  level (2d6) and 17th level (3d6). 
   Changing Specializations.  You can 
  redesign your Thunder Cannon and choose a 
  different specialization over the course of a 
  day (eight hours of work) by expending 25 gp 
  worth of metal and other raw materials. 
  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 that deals an extra 
  1d6 thunder damage on a hit. 
   This extra damage increases by 1d6 when 
  you reach certain levels in this class: 5th level 
  (2d6), 7th level (3d6), 9th level (4d6), 11th level 
  (5d6), 13th level (6d6), 15th level (7d6), 17th 
  level (8d6), and 19th level (9d6). 
  Beginning at 5th level, you can attack twice, 
  instead of once, whenever you take the Attack 
  action on your turn.  In addition, the total 
  number of shots you can fire before reloading 
  increases by one. 
  At 6th level, you learn an efficient method of 
  infusing your ammunition with arcane energy.  
  Your Thunder Cannon attacks count as 
  magical for the purpose of overcoming 
  resistance and immunity to nonmagical 
  attacks and damage.   
   When you make a ranged weapon attack 
  with your Thunder Cannon, you can cause 
  the attack to deal an additional 1d8 cold, fire, 
  or lightning damage (your choice) to the 
  target.  This extra damage increases by 1d8 
  when you reach certain levels in this class: 
  14th level (2d8), and 19th level (3d8). 
  At 7th level, you learn to perform additional 
  modifications to your Thunder Cannon.  You 
  learn two modifications of your choice, 
  detailed below.  You learn an additional 
  modification at 9th, 14th, and 17th level. 
   Shots with the “special” tag place 
  extraordinary stress on your Thunder 
  Cannon.  When you make an attack using a 
  shot with the special tag, you can make only 
  one attack on your turn.   
   If you make an attack roll as part of a 
  special shot, then you may add your Thunder 
  Cannon’s normal damage to the shot.  
  However, you cannot add the elemental 
  damage from your Improved Arcane Magazine. 
   When you gain a level in this class, you can 
  choose one modification and replace it with 
  another by expending 25 gp worth of metal 
  and other raw materials. 
   Rapid Fire.  You modify your Thunder 
  Cannon to increase its rate of fire.  The 
  number of shots you can fire before reloading 
  increases by two.  Additionally, when you fire 
  a shot with your Thunder Cannon, you can 
  fire one shot as a bonus action. 
   Explosive Round (special).  You modify 
  your Thunder Cannon to channel blasts of 
  fiery energy.  Rather than making an attack 
  roll, you launch an explosive round from the 
  gun.  The round detonates in a 30-foot radius 
  sphere centered at 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, the target takes 4d8 
  fire damage, or half as much damage on a 
  successful save. 
   Shock Round (special).  You modify your 
  Thunder Cannon to channel more powerful 
  lightning energy.  Make a ranged weapon 
  
   
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  The Gunsmith, Revised 
  4 
  attack with your Thunder Cannon.  On a hit, 
  the target takes 2d8 lightning damage and it 
  can’t take reactions until the start of its next 
  turn.  The damage increases by 1d8 when 
  you reach certain levels in this class: 13th 
  level (3d8) and 17th level (4d8). 
   Piercing Round (special).  You modify your 
  Thunder Cannon to fire shots that pierce 
  through multiple targets.  The shot fires in a 
  line that is 1 foot wide and 60 feet long.  You 
  make a separate attack against each creature 
  in that line, up to a maximum of 3 targets. 
   Overwatch.  You modify your Thunder 
  Cannon to incapacitate targets at close range.  
  When a creature moves within 15 feet of you, 
  you can use you reaction to fire a shot.  On a 
  hit, the target takes an additional 1d6 (1d8 
  with Rifle Specialization) piercing damage and 
  must make a Strength saving throw with a 
  DC of 8 + your proficiency bonus + your 
  Intelligence modifier.  On a failed save, the 
  creature is knocked prone by the impact. 
   Blast Wave (special).  You modify your 
  Thunder Cannon to channel waves of force 
  energy.  Rather than making an attack roll, 
  you unleash force energy in a 15-foot cone 
  from the gun.  Each creature in the area 
  must make a Strength saving throw with a 
  DC of 8 + your proficiency bonus + your 
  Intelligence modifier.  On a failed saving 
  throw, the target takes 2d6 force damage and 
  is pushed 10 feet away from you.  On a 
  successful save, the target takes half as much 
  damage and is not pushed.  This damage 
  increases by 1d6 when you reach certain 
  levels in this class: 13th level (3d6) and 17th 
  level (4d6). 
   Telescopic Sight.  You affix a telescopic 
  sighting device to your Thunder Cannon to 
  improve its accuracy.  As a bonus action, you 
  can use the sight to take aim at a creature 
  within the Thunder Cannon’s range, provided 
  that the creature is at least 30 feet away from 
  you.  You may add +5 to any ranged weapon 
  attack rolls against the target.  In addition, 
  attacking the target at long range doesn’t 
  impose disadvantage on your ranged weapon 
  attack rolls.  The effect ends if you make an 
  attack against a different creature, or if you 
  make an attack with a weapon other than 
  your Thunder Cannon. 
   Acid Round (special).  Drawing on your 
  knowledge of alchemy, you modify your 
  Thunder Cannon to infuse shots with acid. 
  Make a ranged weapon attack with your 
  Thunder Cannon.  On a hit, the target must 
  make a Dexterity saving throw with a DC of 8 
  + your proficiency bonus + your Intelligence 
  modifier.  On a failed save, the target takes 
  3d8 acid damage, or half as much damage on 
  a successful save.  If the saving throw fails by 
  5 or more, the target also has disadvantage 
  on attack rolls until the start of your next 
  turn.  This damage increases by 1d8 when 
  you reach certain levels in this class: 13th 
  level (4d8) and 17th level (5d8).  
   Tracer Round (special).  You modify your 
  Thunder Cannon to infuse rounds with 
  luminous arcane energy.  Make a ranged 
  weapon attack with your Thunder Cannon.    
  On a hit, the target is wreathed in blue, green, 
  or purple light (your choice), and the next 
  attack roll made against the target before the 
  end of your next turn has advantage. 
  At your Dungeon Master’s discretion, you can 
  use the Thunder Cannon Improvement table 
  to increase the accuracy and damage of your 
  Thunder Cannon when you reach certain 
  levels in this class.  The table shows the 
  minimum level at which you can improve 
  your Thunder Cannon, the cost in gp of metal 
  and rare materials, and the bonus conferred 
  to attack and damage rolls. 
  Thunder Cannon Improvement 
  Level 
  Cost 
  Bonus 
  5th 
  200 gp 
  +1 
  11th 
  1,000 gp 
  +2 
  16th 
  5,000 gp 
  +3 
   
  
   
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  The Gunsmith, Revised 
  5 
   
  
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