Craft Bullets Imbued with Magical Effects
While most Gunners devote all their time to tweaking and improving their firearms, Bulletsmiths focus on an aspect often neglected by their peers: the ammunition. Arriving at the (correct) conclusion that a bullet that pierces a foe’s heart would be a lot deadlier if it then explodes, these gunslingers infuse their projectiles with a variety of magical effects that let them harm foes, heal allies, and control the battlefield. “Be prepared!” is a Bulletsmith’s motto. “Be scared!” is their enemies’.
The Bulletsmith’s Creed appeals to a wide range of folks: inveterate perfectionists who strive to optimise every facet of the killing process, dropouts from Artificer college looking to prove to their peers that their volatile inventions do have merit, or even those who simply like the pretty lights that flash when a special bullet hits its mark. Either way, these Gunners have half a dozen tricks waiting in the chamber, and when they aim their guns at a target, there’s no telling what’s about to exit the barrel.
You relish in novelty, cycling between different types of ammunition to gain momentum in combat. You learn unique ways to gain and expend Moxie.
The More, the Moxier. At the end of each of your turns, you gain 1 Moxie if, since the end of your previous turn, you’ve fired two or more different types of bullet from a firearm, such as a nonmagical bullet and a Rare magical bullet, or two different infused bullets.
Reload, Reuse, Recycle. When you miss with an attack roll using a firearm, you can expend 1 Moxie as a special Reaction to teleport the ammunition used back into the firearm that shot it. If a piece of ammunition would be destroyed after an attack (such as one of your infused bullets), this prevents it from being destroyed.
You’ve learned to craft different types of ammunition, surprising your enemies with a variety of unexpected effects. Whenever you finish a Short or Long Rest, you can create up to two infused bullets, as described below. An infused bullet is magical, and is destroyed after you hit or miss with an attack using it. Any infused bullets you create with this feature are destroyed when you finish a Short or Long Rest.
You can create an additional infused bullet when you finish a Short or Long rest when you reach Gunner levels 5 (three bullets total), 9 (four bullets total), 13 (five bullets total), and 17 (six bullets total).
Saving Throws. If an infused bullet requires a saving throw, the DC equals 8 plus your Intelligence modifier and Proficiency Bonus.
Armour-Piercing Bullet. When you make an attack roll with this bullet, treat the target’s Armour Class as 10 plus its Dexterity modifier if its AC is higher than that.
Elemental Bullet. This bullet deals an extra 2d8 damage on a hit The damage type is your choice of Acid, Cold, Fire, Lightning, or Thunder (your choice for each bullet when you create it).
Restorative Bullet. This bullet seeps harmlessly into the target’s body upon contact. If you hit a creature with this bullet, it deals no damage, and the target regains 2d6 Hit Points
Teleporting Bullet. If you hit a creature or a Medium or smaller object with this bullet, the target must succeed on a Constitution saving throw or be teleported to an unoccupied space of your choice that you can see within 30 feet of the space it left. The chosen space must be a surface or liquid large enough to support the target.
No matter how thorough your preparations, you’re always ready to improvise if needed. You gain access to a new firearm attachment: Auto-Infuser. You can have this attachment on only one firearm at a time, but it doesn’t count against your total number of attachments or the maximum attachments a firearm can hold. You can apply this attachment to a firearm even if it already has a different Muzzle attachment.
This attachment imbues ammunition fired through it with the properties of your infused bullets. When you fire a piece of nonmagical ammunition from a firearm with this attachment, you can grant it the properties of one of your infused bullets (but not one gained from your Reverse Engineering feature). Once you use this attachment, you can’t do so again until you spend 1 hour resetting the mechanism, which can be done during a Short or Long Rest.
Through careful study and less-than-careful experimenting, you can add new blueprints to your arsenal. You can dismantle a piece of Common or Uncommon magical ammunition over the course of 1 hour if you have Smith’s Tools or Tinker’s Tools in hand, which can be done during a Short or Long Rest. The ammunition must be within your reach throughout the process.
Once you have dismantled the ammunition, it is destroyed, and you make a DC 13 Intelligence (Smith’s Tools or Tinker’s Tools) check. On a successful check, you learn how to recreate the ammunition's properties. When you create infused bullets with your Infused Bullets feature, any number of the bullets you create can be copies of the destroyed piece of ammunition These bullets use the same save DC as your other infused bullets.
More bullets, fewer problems. When you make an attack that expends ammunition using a firearm, you can take a Reaction to split the ammunition into a number of copies equal to your Proficiency Bonus.
One piece of ammunition is directed at the original target of the attack—for each other piece, choose a target within the firearm’s long range that isn’t behind Total Cover, which becomes the target of a separate attack. If you direct multiple pieces of ammunition at the same target, you can reroll the d20 once for each piece beyond the first, instead of making additional attacks, choosing which roll to use.
If the duplicated ammunition is a bullet created with your Infused Bullets feature, the copies replicate its effects. Otherwise, the copies are mundane pieces of ammunition.
Once you use this feature, you can’t use it again until you finish a Long Rest.
Getting shot is only the beginning. A creature hit by one of your infused bullets suffers additional effects at the end of its next turn, depending on the type of bullet:
Armour-Piercing Bullet. The target takes a -1 penalty to AC until the end of its next turn.
Elemental Bullet. The target takes an extra 1d8 damage of the type chosen for the infused bullet.
Restorative Bullet. If the target was a creature, it regains an extra 1d6 Hit Points.
Teleporting Bullet. The target makes a Constitution saving throw. On a failed save, the target is teleported to the same space you initially chose, or the nearest unoccupied space if that space is occupied.
The perfect projectile may not exist… but this one sure comes close. When you create infused bullets with your Infused Bullets feature, you can create a golden bullet in place of one of the other options. If an attack with a golden bullet reduces a creature to 50 Hit Points or fewer, it immediately dies.
Additionally, you can use your Reverse Engineering feature to dismantle Rare and Very Rare pieces of magical ammunition. The DC of the ability check is 15 for Rare ammunition, and 16 for Very Rare ammunition. On a successful check, you learn how to recreate the ammunition's properties. When you create infused bullets with your Infused Bullets feature, one of the infused bullets you create can be a copy of a Rare or Very Rare piece of ammunition you have learned to recreate.
Once you’ve created a golden bullet or bullet with the effects of a Rare or Very Rare piece of magical ammunition, you can’t do so again until you finish a Long Rest.