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Gunsmith

A Homebrew Class Inspired By Matthew Mercer's "Gunslinger"

By DMCoAl2k
Class: Gunsmith
Class Details Did they steal or purchase a firearm and now want to
reverse-engineer the design? Was their firearm a family
A dragonborn rolls out of the swooping red dragon's fiery heirloom? Was the idea given to them in a dream or by a
breath. Unscathed, he reloads his bulky clockwork akimbo deity?
pistols and unleashes a torrent of ball ammunition into the QUICK BUILD
crimson wings. The dragon spirals out of control, You can make a gunsmith quickly by following these
plummeting into a distant field. suggestions. First, put your highest ability score in Dexterity,
A gnome conjures and sits under a harsh yellow light, followed by Intelligence, or Wisdom if you are playing a
tinkering tirelessly on a small mechanical device, filling it soulmonger gunsmith. Second, choose the guild artisan
with multiple delicate components. After hours of work, background.
hearing distant footsteps, she summons a spectral hand Optional Rule: Multiclassing
using a simple spell and surgically places the device next to a If you wish to use the optional rule on multiclassing in the
doorway. Moments after a large gnoll charges through the PHB, here’s what you need to know when multiclassing into
doorway eager for its next feast, but is instead blown to gunsmith.
pieces by a large explosion at the foot of the doorway. Ability Score Minimum. When multiclassing into
His goliath ally’s chest is left with a large hole in it after the gunsmith, you must have at least Dexterity and Intelligence
scorpion-like Geryon pulls it’s stinger back. The goliath's ally, (or Wisdom for Soulmonger) score of 13.
a tiefling, kneels, adjusting his long platinum rifle and Proficiencies Gained. If gunsmith isn’t your initial class,
scoping through the hole in the goliath’s chest. The rifle here are the proficiencies you gain when you take your first
glows a radiant gold and a beam of light shoots through the level in gunsmith: light armour, smith’s tools, tinker’s tools,
goliath's chest, scorching the fiend behind him and closing firearms, crossbows and simple weapons.
the goliath’s wounds. Spell Slots. If you take the arcane gunsmith subclass, add
half your levels (rounded up) in the gunsmith class to the
Akin to artificers, gunsmiths have experimented and appropriate level from other classes to determine your
improved upon the crossbow, using rare metals, alchemical available spell slots.
components and their wits to create and wield their very own
firearms. Whilst rare throughout Concordia, firearms are not Class Features
unheard of. Rumours echo throughout streets in Concordia As a gunsmith you gain the following features:
that the Yorassian Empire may be developing similar
technology. Hit Points
Hit Dice: 1d8 per gunsmith level
Innovative Inventors Hit Points at 1st Level: 8 + your Constitution modifier
Gunsmiths often spend sleepless nights inventing or Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
improving their creations in specialised workshops, and modifier per gunsmith level after 1st
occasionally profit by selling their creations. Gunsmiths are Proficiencies
known to work with other gunsmiths or artificers. In some Armour: Light armor
areas of Concordia, gunsmiths gather in secretive orders or Weapons: Simple weapons, crossbows, firearms
join forces with artificers, fighters and rarely, bloodhunters. Tools: Smith’s Tools, Tinker’s Tools
Most gunsmiths, however, are independent almost to a fault.
Saving Throws: Dexterity, Intelligence
Versatile Deadeyes Skills: Choose three from: Acrobatics, Arcana, Athletics,
History, Intimidation, Investigation, Perception, Sleight of
Inventors of their own arsenal, gunsmiths are able to adapt to Hand
thrive in any scenario thrown at them. Gunsmiths hone their
reflexes, intuition, wits and aim tirelessly to ensure they can Equipment
use their equipment as efficiently as possible. You start with the following equipment, in addition to the
While a gunsmith’s equipment is powerful and versatile, equipment granted by your background:
their equipment comes at a heavy cost. Due to the relatively a firearm and 20 pieces of ammunition
new invention of firearms and firearm-related equipment, (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an
materials are expensive and hard to come by, and become explorer’s pack
even more expensive when the manufacturing of creations Leather armor, a dagger, smith’s tools and tinker’s tools.
fail or break.
Upon choosing this class, you gain proficiency with Tinker’s
Creating a Gunsmith Tools and Smith’s Tools. You may use them to craft
As you create your gunsmith character, consider how your ammunition, repair damaged firearms, or even draft and
character came into acquisition of their firearm. Did they create new ones (DM’s discretion). Some extremely
make the invention themself? Did they discover blueprints? experimental and intricate firearms are only available
through crafting.
Marksman
Attacking at long range doesn't impose disadvantage on your
The Gunsmith ranged weapon attack rolls. You can spend an action to line
Level Proficiency Bonus Features up and lead a shot on a target, giving advantage on your next
long firearm attack against that target. Your ranged weapons
1st +2 Firearm Speciality ignore half cover and three-quarters cover. Before you make a
2nd +2 Mark of the Maker ranged attack with a ranged weapon with which you are
3rd +2 Quickdraw
proficient, you can choose to take a -5 penalty to the attack
roll. If you do so and the attack hits, it deals +10 damage.
4th +2 Ability Score Improvement When crafting boat-tailed ammunition, repairing damaged
5th +3 Extra Attack long firearms, or drafting new long firearms you may do so at
half of the cost.
6th +3 Mark of the Maker Feature
7th +3 Evasion Demolitionist
8th +3 Ability Score Improvement
Your explosions ignore resistance to fire damage, and
immunity now becomes resistance. When rolling for
9th +4 Firearm Speciality (2) explosive damage, you may reroll 1’s on each damage die up
10th +4 Mark of the Maker Feature to one time each. If a creature of large or smaller fails an
explosion’s saving throw, you may choose to also knock the
11th +4 Extra Attack (2) target(s) prone. You must decide this before you make an
12th +4 Ability Score Improvement attack roll. When crafting explosive ammunition, repairing
13th +5 Hair Trigger
damaged heavy weapons, or drafting new heavy weapons you
may do so at half of the cost.
14th +5 Vicious Momentum
15th +5 Mark of the Maker Feature Mark of the Maker
16th +5 Ability Score Improvement At 2nd level, you can begin making your own specialised
firearms, using your own maker’s mark. Choose Gunslinger,
17th +6 Extra Attack (3) Soulmonger, or Arcane Gunsmith, all detailed at the end of
18th +6 Mark of the Maker Feature the class description. The mark of the maker you choose
19th +6 Ability Score Improvement grants you features at 3rd level and again at 6th, 10th, 15th
and 18th level.
20th +6 Sixth Sense
Quickdraw
When you reach 3rd level, you double your dexterity bonus
when determining your initiative. You can also stow a
firearm, then draw another firearm as a single free
interaction on your turn.
Firearm Speciality Ability Score Improvement
At 1st level you have crafted and mastered a certain type of When you reach 4th level, and again at 6th, 8th, 12th, 14th,
firearm, and gained an adept learning of all other firearms. 16th, and 19th level, you can increase one ability score of
You can’t take a Firearm Speciality option more than once, your choice by 2, or you can increase two ability scores of
even if you later get to choose again. your choice by 1. As normal, you can’t increase an ability
At 9th level you may choose another Firearm Speciality. score above 20 using this feature.

Pistoleer Extra Attack


Reloading light firearms is now a bonus action Being within 5 Beginning at 5th level, you can attack twice, instead of once,
feet of a hostile creature doesn’t impose disadvantage on your whenever you take the Attack action on your turn. The
ranged attack rolls. You can use a bonus action to attack with number of attacks increases to three when you reach 11th
a light firearm When crafting ball ammunition, repairing level in this class and to four when you reach 17th level in
damaged light firearms, or drafting new light firearms you this class.
may do so at half of the cost.
Hair Trigger Trick Shots
These trick shots are presented in alphabetical order.
Upon reaching 9th level, when you roll initiative, you can use
your reaction to make a firearm attack against a creature Bullying Shot You can use the powerful blast and thundering
within the normal range of your expertised weapon. This sound of your firearm to shake the resolve of a creature. You
ability recharges on a short or long rest. can expend one grit point while making a Charisma
(Intimidation) check to gain advantage on the roll. You may
Vicious Momentum use your Strength modifier instead of Charisma when
making the Intimidation check when using this trick shot.
Once per short or long rest on a critical hit, you can activate
this ability to reduce your target's movement speed by half Dazing Shot When you make a firearm attack against a
and you gain advantage on all attack rolls against that creature, you can expend one grit point to attempt to dizzy
creature until the end of your next turn. Each critical hit your opponent. On a hit, the creature suffers normal damage
against the same creature after activating this ability also and must make a Constitution saving throw or suffer
adds a level of exhaustion up to a maximum of 3. disadvantage on attacks until the end of their next turn.
Sixth Sense Deadeye Shot When you make a firearm attack against a
creature, you can expend one grit point to gain advantage on
You no longer roll for initiative, and instead choose the the attack roll.
number for your rolled initiative. This can be decided during Disarming Shot When you make a firearm attack against a
the first round of combat, but you must choose a place before creature, you can expend one grit point to attempt to shoot an
the initiative cycles back to the top, otherwise you enter at the object from their hands. On a hit, the creature suffers normal
bottom of the initiative order. When targeted by an attack you damage and must succeed on a Strength saving throw or
can use your reaction to fire at the creature with a firearm drop 1 held object of your choice and have that object be
before they attack. pushed 10 feet away from you.
Mark of the Makers Forceful Shot When you make a firearm attack against a
creature, you can expend one grit point to attempt to trip
Different gunsmiths take different approaches to how they them up and force them back. On a hit, the creature suffers
craft their unique firearms. The mark of the maker you normal damage and must succeed on a Strength saving
choose to emulate will reflect your approach to your firearm. throw or be pushed 15 feet away from you.
Gunslinger Piercing Shot When you make a firearm attack against a
creature, you can expend one grit point to attempt to fire
This maker's mark focuses on enhancing, and inventing new through multiple opponents. The initial attack gains a -2 to
firearms, augments, and attachments. Gunslingers are expert the firearm’s to hit score. On a hit, the creature suffers
inventors and focus on perfecting their craft. normal damage and you make an attack roll with
Adept Marksman disadvantage against every creature in a line directly behind
When you choose this archetype at 3rd level, you learn to the target within your first range increment. Only the initial
perform powerful trick shots to disable or damage your target of the attack gains the -2 to the attack roll.
opponents using your firearms. Violent Shot When you make a firearm attack against a
Trick Shots. You learn two trick shots of your choice, which creature, you can expend one or more grit points to enhance
are detailed under “Trick Shots” below. Many maneuvers the volatility of the attack. For each grit point expended, the
enhance an attack in some way. Each use of a trick shot must attack gains a -2 to the firearm’s attack roll. If the attack hits,
be declared before the attack roll is made. You can use only you can roll one additional weapon damage die per grit point
one trick shot per attack. spent when determining the damage.
You learn an additional trick shot of your choice at 7th, 10th, Winging Shot When you make a firearm attack against a
15th, and 18th level. Each time you learn a new trick shot, creature, you can expend one grit point to attempt to topple a
you can also replace one trick shot you know with a different moving target. On a hit, the creature suffers normal damage
one. and must make a Strength saving throw or be knocked prone.
Grit. You gain a number of grit points equal to your Bank Shot. You can use the ricochet of your bullets to
Intelligence modifier (minimum of 1). You regain 1 expended attempt to hit enemies behind full cover, but you do so at
grit point each time you roll a 20 on the d20 roll for an attack disadvantage.
with a firearm, or deal a killing blow with a firearm to a
creature of significant threat (DM’s discretion). You regain all
expended grit points after a short or long rest.
Saving Throws. Some of your trick shots require your
targets to make a saving throw to resist the trick shot’s
effects. The saving throw DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + your
Dexterity modifier
Gunslingers' Ingenuity. Bayonet By affixing a melee weapon to your firearm, you can
Beginning at 6ht level, through field experience and your own make a melee attack bonus action. The weapon acts as a
ingenuity, you have learnt how to enhance your firearm with dagger (1d4 + your Dexeterity modifier), however if it hits,
modifications. You may choose to learn two blueprints from your next firearm attack against the creature gains
the list below, and gain an additional blueprint at 10th, 15th advantage. This may come in the form of a dagger, a trapping
and 18th level. The cost of each blueprint varies and is up to mechanism or any other unique ideas you may create with
the DM's discretion. your DM.
Short Range Optics. By crafting a short range optical sight Snapshot Augmentation. By augmenting or modifying your
for your firearm, you increase your attack rolls by 2. This firearm, you can now shoot around corners at disadvantage
could come in the form of a red dot sight, a target analyser or whilst remaining in full cover. This may come in the form of
any other unique ideas you may create with your DM. breaking your firearm into two parts, a mechanical arm with
a visual aid, or any other unique ideas you may create with
Long Range Optics. By crafting a long range optical sight for your DM.
your weapon, your attacks now score a critical hit on a roll of
19 or 20. This could come in the form of a scope, a target Underslung Attachment. By attaching an underslung
aquisition system or any other unique ideas you may create mechanism to your firearm, you can interchange the
with your DM. underslung wepaon's attacks with your firearms attack
actions. This may come in the form of an underslung grenade
Rapid Acquisition Assistance. By crafting a form of rapid launcher, an extra barrel (such as a drilling gun), or any other
acquisition aim assistance, your firearms now have no unique ideas you may create with your DM.
penalty for being within 5ft of a hostile creature. This could
come in the form of a laser sight, flashlight, or any other Mechanical Augments.
unique ideas you may create with your DM. At 10th level you can create an augment to improve and
enhance your physical self instead of your firearm. You can
Vital Component Modifications. By enhancing or modifying choose one of the options below, or work with your DM to
the vital components of your firearm, you effectively extend create your own!
your firearm's range by 60ft and attacking at long range
doesn't impose disadvantage on your firearm attack rolls. Night Vision Goggles. Whilst wearing this gear, you gain
This could come in the form of a muzzle break, extended darkvision out to 200ft. This darkvision can only see in
barrel or any other unique ideas you may create with your shades of green and black.
DM. Armblade. An armblade can be used offensively or
Covert Operations. By crafting means of covert operations, defensively. As a weapon, the armblade is a +1 longsword
you can attach or modify your weapon to have -1 to damage that you are proficient with. As a reaction when attacked, you
and attack rolls, but the firearm's shot's noise is significantly can expend a grit point to add 1d8 to your armour class.
reduced, including bullet impacts. This could come in the
form of a suppressor, subsonic rounds, remotely detonated Ceramic Plated Armour. You have now learned how to
ammunition or any other unique ideas you may create with create ceramic plates that can be inserted into any light
your DM. armour. These plates cause any critical hit against you to
become a normal hit. Once this feature has been used, you
Ergonomic Augmentation. By enhancing the ergonomics of must repair the armour over a short rest.
your weapon, you can use a bonus action to take the dash Titan Plated Armour. You have now learned how to create
action. This could come in the form of an ergonomic stock, more durable light armour. Titan armour is light armour that
grip, or any other unique ideas you may create with your DM. equals 14 + your Dexeterity modifier.
Improved Magazines. By enhancing or augmenting your
weapon's magazine, speedloader, moon clip or other forms of Advanced Munitions.
ammunition holsters, you increase your magazine size by At 15th level, through your experience crafting and working
33%, rounded up. This may come in the form of an extended with ammunition, you have now learnt how to upgrade and
magazine, smaller ammunition, or any other unique ideas improve your rounds. From the list below, you may choose
you may create with your DM. two ammunition types to blueprint.
Speed Loaders. By increasing the ergonomics of your Incendiary Rounds. Incendiary rounds scorch your targets,
weapon's magazine, speedloader, moon clip or other form of dealing an additional 1d4 fire damage at the start of the
ammunition holsters, you can now use your bonus action to creatures next turn. This damage can stack multiple times,
reload your weapon. This may come in the form of a dual up to 5. A creature can make a Dexeterity saving throw equal
mag, a unique feeding mechanism or any other unique ideas to your trick shot saving DC to extinguish the flames.
you may create with your DM. Piercing Rounds. When attacking a target, you can pierce
them to cause another target within 5ft behind them to suffer
half the damage of the original target.
Concussion Rounds. When you target a creature with Divine Reach.
concussive rounds, they take half of your weapons damage Beginning at 6th level, you gain four 1st level spell slots and
die as bludgeoning damage and must make a Constitution two 2nd level spell slots. You can prepare a number of spells
saving throw equal to your trick shot saving DC. On a fail, equal to your Wisdom modifier + half your Soulmonger level.
their movement speed is halved and they are deafened until Your spellcasting modifier for these spells is Wisdom. The
the end of their next turn. spells you can prepare depends upon your sacred devotion:
Blinding Rounds. When you target a creature with blinding Preserver of Life
rounds, they must make a Dexeterity saving throw equal to Spell
your trick shot DC or be blinded until the end of their next Level Spells
turn. This shot does no damage. 1st bless, cure wounds, detect evil and good, heroism,
protection from evil and good.
Hemorrhaging Critical.
Upon reaching 18th level, whenever you score a critical hit on 2nd aid, augrey, lesser restoration, sanctuary, protection
an attack with a firearm, the target additionally suffers half of from poison
the damage from the attack at the end of its next turn.
Harbinger of Death
Soulmonger Spell
Level Spells
Soulmongers usually have a hatred for evil, and actively hunt
aberrations, fiends, monstrosities and undead. They augment 1st bane, command, detect evil and good, detect
magic, hunter’s mark, expeditious retreat.
their firearms and equipment to devastate their enemies or
bolster themselves and their allies using soul charges. 2nd augrey, enhance ability, hold person, misty step, see
invisibility, blindness/deafness.
Soul Charge Dice. Your soul dice starts at 1d4, and the size
of the die increases by 2 every 4 levels (1d6 at 7th level, 1d8 Soul Aura.
at 11th level, 1d10 at 15th level and 1d12 at 19th level). Beginning at 10th level, you gain an essence that bolsters
your allies offensively or defensively depending on your
Sacred Devotion sacred devotion.
When you choose this maker’s mark at 2st level, you devote
yourself to the scourge of evil or a preserver of life, and gain Aura of Life. When you or a creature within 10 feet of you
an insight into the secrets of the weave of life and death. You takes damage, you can spend and roll a soul charge die to
can now augment your firearm to utilize soul charges. You reduce the damage by that amount. At 18th level, the range of
gain a number of soul charges equal to your Wisdom this aura increases to 30 feet.
modifier (minimum of 1). When you slay an aberration, fiend, Hatred of Evil. When you or any ally within 10ft make an
monstrosity, or undead, you regain a soul charge. You regain attack roll, you can spend and roll a soul charge die to gain a
all soul charges on a short or long rest. bonus to their attack and damage rolls equal to the roll.
Soul Charge DC. Your soul charge DC equals 8 + your
proficiency bonus + your Dexeterity modifier. Sacred Arsenal
Beginning at 15th level, you can now modify and improve
Preserver of Life. You may choose to spend a soul charge to your soul strike to adapt to your combat scenario.
replace a single attack with a soul strike. Your soul strike is a
beam of positive radiant energy that bolsters your allies and Divine Grenadier You can alter your soulstrike freely to
weakens your enemies. Each ally within the 5ft wide, 60ft affect a 10ft radius sphere instead of a straight line. You can
long positive radiant shot heals your soulmonger die + your also spend two soul charges to have your soul strike affect a
proficiency modifier. Enemies caught in the beam must make 20ft sphere or a 120ft long, 10ft wide straight line.
a wisdom saving throw equal to your soul charge save DC or Blessed Firearm When rolling damage dice for your firearm,
take the same healing as radiant damage. On a successful you can replace the type of damage with radiant damage.
save, they take no damage. If an enemy takes damage from
your radiant shot, you also heal yourself.
Gracious Soul
Harbinger of Death. You may choose to spend a soul charge At 18th level you regain a soul charge at the start of each of
to replace an attack with a soul strike. Your soul strike is a your turns. You may also spend multiple soul charges on a
beam of negative radiant energy that weakens your enemies. single soul strike to increase the soul die count by the
Each enemy within the 5ft wide, 60ft long positive radiant amount of soul charges you spend.
shot takes your soulmonger die + your proficiency modifier of
radiant damage. Enemies caught in the beam must also make
a wisdom saving throw equal to your soul charge save or take
the same amount of radiant damage as necrotic damage. On
a successful save, they take no damage. The furthest enemy
caught in the beam takes additional damage equal to your
dexterity modifier. If you kill an aberration, fiend, monstrosity,
or undead, you heal yourself for your soulmonger die + your
Wisdom modifier.
Arcane Gunsmith
Arcane Gunsmith Spellcasting
Arcane gunsmiths borrow from the research of wizards and
craftsmanship of artificers to enhance their firearms. They Gunsmith Level Cantrips Known 1st 2nd 3rd 4th 5th
can consume spell slots to enchant or enhance their firearms, 2nd 2 2 - - - -
and even without their firearms they are still potent 3rd 2 3 - - - -
spellcasters that should not be trifled with.
4th 2 3 - - - -
Arcane Gunsmith Spellcasting
You have studied the workings of magic and how to channel it 5th 2 4 2 - - -
through objects. As a result, you have gained the ability to 6th 2 4 2 - - -
cast spells. If you follow the path of wizardry more closely, 7th 2 4 3 - - -
you seem to cast spells normally or though your firearm,
however if you are more of an artificer, you don’t appear to be 8th 2 4 3 - - -
casting spells in a conventional way; you look as if you’re 9th 2 4 3 2 - -
producing wonders using firearms, mundane items, or
outlandish inventions. 10th 2 4 3 2 - -
11th 2 4 3 3 - -
Cantrips At 1st level, you know two cantrips of your choice
from the gunsmith spell list. At higher levels, you learn 12th 2 4 3 3 - -
additional artificer cantrips of your choice, as shown in the 13th 2 4 3 3 1 -
Cantrips Known column of the gunsmith spellcasting table.
When you gain a level in this class, you can replace one of 14th 2 4 3 3 1 -
the artificer cantrips you know with another cantrip from the 15th 2 4 3 3 2 -
artificer spell list. 16th 2 4 3 3 2 -
Preparing and Casting Spells The gunsmith spellcasting 17th 2 4 3 3 3 1
table shows how many spell slots you have to cast your 18th 2 4 3 3 3 1
gunsmith spells. To cast one of your gunsmith spells of 1st
level or higher, you must expend a slot of the spell’s level or 19th 2 4 3 3 3 2
higher. You regain all expended spell slots when you finish a 20th 2 4 3 3 3 2
long rest. You prepare the list of gunsmith spells that are
available for you to cast, choosing from the artificer or wizard Elemental Rounds
spell list. When you do so, choose a number of artificer or At 6th level, you have learnt how to imbue your firearms with
wizard spells equal to your Intelligence modifier + half your arcane elements. During a long rest you can spend gold equal
gunsmith level, rounded down (minimum of one spell). The to 50% of the weapons cost to modify the firearm to shoot an
spells must be of a level for which you have spell slots. arcane element of acid, cold, lightning, or fire. Every attack
For example, if you are a 5th-level gunsmith, you have four fired from your firearm deals 1d6 additional damage of the
1st-level and two 2nd-level spell slots. With an Intelligence of element chosen. A weapon can only benefit from one element
14, your list of prepared spells can include four spells of 1st at a time.
or 2nd level, in any combination. If you prepare the 1st-level
spell cure wounds, you can cast it using a 1st-level or a 2nd- Energy Shield
level slot. Casting the spell doesn’t remove it from your list of At 10th level, you can erect a 10t semi-real dome of energy to
prepared spells. You can change your list of prepared spells protect them once per long rest. The shield has hit points
when you finish a long rest. equal to 2x your gunsmith level. If damage dealt to the barrier
exceeds its remaining HP, the HP value is subtracted from
Arcane Arsenal the damage and the remainder (if any) is transferred to the
At 2nd level you have learnt how to imbue your firearm with original target if the attack would have hit. The defensive field
arcane properties. You can cast Wristpocket on your imbued lasts until it runs out of HP or is dispelled. All creatures can
firearm at will. The spell does not require concentration and pass through the dome, but only allies determined by the
lasts indefinitely. The imbued firearm can act as a caster of the dome can cast or fire outwards from the dome
spellcasting focus for your arcane gunsmith spells. In without damaging it.
addition to this, you can now wield and operate arcane
firearms. You may learn the blueprints to one mundane or Combat Caster
magical common or uncommon firearm. Beginning at 15th level, whenever you cast a first level spell
or higher, you can make one firearm attack as a free action.
Magical Magazines
Beginning at 2nd level you have learnt how to imbue your
firearms with arcane power. You can spend a spell slot as a
bonus action to imbue one of your magazines with arcane
power for 1 hour. When you do this, all ammunition in your
current magazine becomes magical for the purpose of
overcoming resistances and gains a bonus to its damage rolls
equal to the level of the spell slot consumed.
Titan Shot
At the 18th level, You focus all of your arcane power into one
devastating titan shot.
When the arcane gunsmith scores a critical hit against a
creature with 100 HP or fewer remaining, you may spend a
fifth level spell slot to inflict a fatal blow. The target must
succeed at a Constitution saving throw (DC 5 + damage
dealt). On a failed saving throw, the target dies. On a success,
the target takes the normal damage.

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