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  Fusilist for 5e D&D
  (Artificer Specialist)
   
   
   
  Created by  
  Scott Sampson  
  Youtube: Scontent  
  Twitter: @PokeMasterScott
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
  under the Community Content Agreement for Dungeon Masters Guild.
  All other original material in this work is copyright 2019 by Scott Sampson and published under the Community Content
  Agreement for Dungeon Masters Guild.
  
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  Fusilist (Artificer Specialist)
  A
  s a master of engineering and practiced crack
  shot, you forge a firearm powered by a
  combination of science and magic. A force to be
  reckoned with on the battlefield, the fusilist is a
  daring and brilliant specialist that relies on
  their use of firearms and quick wit to overcome
  foes.
  Tools of the Trade
  By the time you adopt this specialty at 3rd level, you’re deeply
  familiar with employing its tools.
  Proficiencies. You gain proficiency with smith's tools and
  woodcarver's tools, assuming you don’t already have them.
  You also gain smith's tools and woodcarver's tools for free—
  the result of tinkering you’ve done as you’ve prepared for this
  specialization.
  In addition, you gain the ability to use firearms as
  spellcasting focuses for your artificer spells.
  Crafting. If you craft a magic item in the weapon category,
  it takes you a quarter of the normal time, and it costs you half
  as much of the usual gold.
  Fusilist Spells
  Starting at 3rd level, you always have certain spells prepared
  after you reach particular levels in this class, as shown in the
  Fusilist Spells table. These spells count as artificer spells for
  you, but they don’t count against the number of artificer spells
  you prepare.
  Fusilist Spells
  Artificer Level
  Spell
  3rd
  hail of thorns, magic missile
  5th
  cordon of arrows, find traps
  9th
  conjure barrage, lightning arrow
  13th
  death ward, elemental bane
  17th
  conjure volley, swift quiver
  Thunder Cannon
  At 3rd 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 and it is
  considered magical for the purposes of overcoming
  resistance to nonmagical damage and for using your Arcane
  Armament feature.
  The Thunder Cannon is a ferocious weapon that fires
  leaden pieces of ammunition that can punch through armor
  with ease. This ammunition can be purchased or forged at a
  base cost of 5 gp per 20 pieces.
  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
  if 500 feet. Once fired, it must be reloaded as an action or
  bonus action.
  If you lose your Thunder Cannon, you can create a new
  one over the course of a long rest by using your smith's tools
  and expending 300 gp worth of metal and other raw
  materials.
  Optional Rule: Misfire
  If you are using a firearm ruleset including the
  Misfire property, the thunder cannon has a Misfire
  score of 2.  
  Additionally, instead of making a repair check
  with your tinker's tools to repair your Thunder
  Cannon after a misfire, you can simply cast
  mending to repair the firearm without fail.
  Arcane Magazine
  At 6th level, you craft a special leather quiver used to carry
  your tools and ammunition for your firearms. Your Arcane
  Magazine includes the powders, metal, and other materials
  needed to keep your firearms functioning.
  You can use the Arcane Magazine to produce a certain
  amount of ammunition for your firearms. At the end of each
  long rest, you can magically produce and store up to 40
  rounds of ammunition in this magazine. After each short rest,
  you can produce and store up to 10 rounds.
  The Arcane Magazine provides only enough pieces of
  ammo at any given time to replenish the supply up to its
  maximum capacity of 40, so you cannot accumulate
  ammunition indefinitely.
  If you lose your Arcane Magazine, you can create a new
  one as part of a long rest, by using 25 gp of leather and other
  raw materials.
  Versatile Modifications
  Starting at 14th level, you have made major developments on
  your Thunder Cannon that allow it to make a variety of
  special attacks. As an action, select one of the following types
  of special attacks to make:
  Thunder Monger. You channel the thunderous blowback
  of your weapon back into itself, increasing the power of the
  next shot. Make an attack roll with your Thunder Cannon,
  you deal an extra 6d6 thunder damage on a hit.
  Blast Wave. You reroute the forceful kickback of your
  Thunder Cannon into a potent form of attack. Rather than
  making an attack roll, you unleash force energy in a 15-foot
  cone from the firearm. Each creature in that area must make
  a Strength saving throw with a DC of 8 + your proficiency
  bonus + your Intelligence modifier. On a failed saving throw, a
  target takes 4d6 force damage and is pushed 10 feet away
  from you.
  Piercing Shot. You tap into the arcane nature of your
  weapon to amplify the stopping power of your Thunder
  Cannon, allowing it to shoot through multiple targets by
  drawing on the power of lightning. Rather than making an
  attack roll, you cause the gun to unleash a bolt of lightning, 5-
  feet wide and 30-feet long. Each creature in that area must
  make Dexterity saving throws with a DC of 8 + your
  proficiency bonus + your Intelligence modifier. On a failed
  saving throw, a target takes 4d6 lightning damage.
  
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  Explosive Round You channel a fiery and destructive energy
  into your Thunder Cannon. Rather than making an attack
  roll, you launch an explosive round from the gun. The round
  detonates in a 30-foot radius sphere at a 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, a target takes
  4d6 fire damage.
  You may use this feature a number of times equal to your
  Intelligence modifier (minimum of 1). You regain all
  expended uses when you finish a short or long rest.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/Fusilist (Artificer Specialist).pdf