Autogunner

Specializing in crossbows (firearms in settings that have them), the Autogunner specialist excels at ranged combat. They enhance their weapons to fire rapidly and master infusing their shots with elemental energy.

Autogunner Features
Artificer LevelFeature
3rdTool Proficiency, Autogunner Spells, Elemental Ammo, Gunnery
5thExtra Attack
9thVersatile Ammo
15thManipulate Energy

Tool Proficiency

3rd-level Autogunner feature

You gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency in one other type of artisan’s tools of your choice.

Autogunner Spells

3rd-level Autogunner feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Autogunner Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in Xanathar’s Guide to Everything) or a dagger (a spell in Aronar’s Grimoire).

 Autogunner Spells
Artificer LevelSpell
3rdguiding bolt, magic missile
5thcordon of arrows, warding wind*
9thconjure barrage, lightning arrow
13thdimension door, dimensional anchor
17thswift quiver, telekinesis

Elemental Ammo

3rd-level Autogunner feature

You can infuse ammunition you shoot with elemental energy at the moment of impact. When you hit a target with a ranged attack using a magic weapon, you can cause energy to burst as a bonus action. The target takes an extra 1d10 damage that can be acid, cold, fire, lightning, of thunder (you choose each time you trigger the burst).

Gunnery

3rd-level Autogunner feature

Your training with magically-augmented fired devices enables a number of techniques for you:

  • You gain proficiency with heavy crossbows.
  • You ignore the loading property of magic crossbows and firearms.
  • Magic crossbows and firearms you wield benefit from any magic item or spell that affects bows, crossbows, or firearms, such as bracers of archery.
  • When you attack with a magic weapon, you can use your Intelligence modifier instead of Strength or Dexterity on attack and damage rolls.

Extra Attack

5th-level Autogunner feature

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

Versatile Ammo

9th-level Autogunner feature

Once on each of your turns when you cast an artificer spell with a cast time of a bonus action or interact with one using your bonus action, you can activate your Elemental Ammo feature on that turn without using a bonus action.

In addition, if your target resists the damage from your Elemental Ammo feature, you can choose a different damage type from the options from the feature instead, but must use the new damage type. You must choose to do this before damage is taken.

Manipulate Energy

15th-level Autogunner feature

When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to that damage type until the end of your next turn.

In addition, your Elemental Ammo feature’s damage increases to 2d10.