Darthnazrael
2020-08-23, 09:44 PM
Eberron: Rising from the Last War proposed that Artificers might optionally be allowed to be proficient with Firearms as mentioned in the DMG, but it doesn't really elaborate further. Surely level 1 Artificers shouldn't be running around with Antimatter Rifles doing 6d8+Dex Necrotic per attack. So I decided to math out what I think a fair implementation would be with respect to the 3 (non-UA) subclasses of Artificer. This is how I would allow an Artificer to use Firearms in any game I ran.
First of call, a caveat: The Revolver, Hunting Rifle, Automatic Rifle, and Antimatter Rifle are all banned, even when their technology level opens up to a character. The Automatic Rifle *could* be allowed, since it doesn't do additional damage as opposed to other 2H Modern Firearms, merely allows a small AoE basic attack. But that's still a bunch of AoE damage with the only drawback being needing to reload sooner, and it is strictly better than the shotgun in every aspect.
Firearms Proficiency
At 1st level, Artificers become proficient with Renaissance-era Firearms, and can craft them using Tinker's Tools, Woodcarver's Tools, or Smith's Tools.
Arcane Firearm
At 5th level, Artillerists normally gain this ability. It works as written, but its additional damage is also applied to Firearms attacks. Additionally, at this level, Artillerists become proficient with Modern-era Firearms, and can craft them using Tinker's Tools, Woodcarver's Tools or Smith's Tools.
Bring Out the Big Guns
At 11th level, Artillerists become proficient with Future-era Firearms, and can craft them using Tinker's Tools, Woodcarver's Tools, or Smith's Tools.
Force Multiplier
At 11th level, Battle Smiths become proficient with Modern-era Firearms, and can craft them using Tinker's Tools, Woodcarver's Tools, or Smith's Tools.
I compared the damage progression of these changes to a few benchmarks, charted here, including those from other classes (Warlock and Great Weapon Fighter, specifically), as well as existing damage progressions from the class. These changes achieve my desired goals for Firearms proficiency in Artificers, outlined below:
• As Artificers are the only characters with Proficiency in Firearms (except Gunslingers, which is not being addressed here), Firearms should be a signature weapon for the class. Therefore, it should be the most mechanically advantageous weapon for at least one subclass, or at least compete with whatever is.
• I think Firearms should fill a different role with each of the 3 subclasses.
For alchemists, the most supportive and 'caster'-y of the subclasses, they should fill a role similar to the light crossbow for the wizard: "That thing I wield until my cantrips are a better choice." The damage progression shows exactly that, with Fire Bolt quickly and easily surpassing Renaissance Firearms wielded with no access to extra attack as of level 5.
For Battlesmiths, weapons are preferred over cantrips as a means of attack, so Firearms should be a competitive choice. A Battlesmith with Great Weapon Master and a Greatsword remains the most consistent damage dealer, as well it should since it is risking the front line, but access to Renaissance Firearms, followed by Modern firearms at level 11, allows ranged Battlesmiths to keep pace but never match nor surpass GWM Artificers. If you're wondering how a level 11 damage buff for Firearms doesn't pass up the lack of such in GWM builds, I will point out how much GWM benefits from the consistently increasing attack bonus of Artificer Infusions, as compared to the already already-accurate but lower-damage firearms. It was important, however, that Battlesmiths not have the full Firearms progression of the Artillerist, because gaining an increase in damage alongside an extra attack is too powerful, like if an Eldritch Knight could use Booming Blade w/ Extra attack at level 5. Notably, before becoming a Battlesmith, a Great Weapon Battlesmith build may choose to dump their STR and rely on Firearms as a better attack option until they become Battlesmiths, and start using their INT for Greatsword attacks.
Artillerists literally have an ability called 'Arcane Firearm'. And the word 'artillerist' itself evokes gunnery themes. As the DPS subclass with this theme, it only makes sense that Artillerists make competitive use of Firearms. Allowing them to progress through the full tree keeps firearms competitive with Fire Bolt as the attack of choice. Specifically, at low levels, like with all Artificers, Firearms are the correct choice. At 5th level, the match is incredibly close: a semi-automatic pistol slightly underperforms Fire Bolt (also a 1H option), while the Shotgun slightly overperforms, meaning an optimized level 5 Artillerist is choosing between Fire Bolt + Shield vs. Musket. At level 11, even with the Future-era Firearms, Fire Bolt is still doing slightly more damage than any firearm.
On the subject of 'Arcane Firearm', I felt it made no sense to have an ability called Arcane Firearm that added damage, just not to Firearms. So all of the comparisons listed above include Artillerists adding their +1d8 to Firearms attacks as of level 5, per my suggestion. This is a factor in keeping Firearms a competitive choice for as long as they are.
First of call, a caveat: The Revolver, Hunting Rifle, Automatic Rifle, and Antimatter Rifle are all banned, even when their technology level opens up to a character. The Automatic Rifle *could* be allowed, since it doesn't do additional damage as opposed to other 2H Modern Firearms, merely allows a small AoE basic attack. But that's still a bunch of AoE damage with the only drawback being needing to reload sooner, and it is strictly better than the shotgun in every aspect.
Firearms Proficiency
At 1st level, Artificers become proficient with Renaissance-era Firearms, and can craft them using Tinker's Tools, Woodcarver's Tools, or Smith's Tools.
Arcane Firearm
At 5th level, Artillerists normally gain this ability. It works as written, but its additional damage is also applied to Firearms attacks. Additionally, at this level, Artillerists become proficient with Modern-era Firearms, and can craft them using Tinker's Tools, Woodcarver's Tools or Smith's Tools.
Bring Out the Big Guns
At 11th level, Artillerists become proficient with Future-era Firearms, and can craft them using Tinker's Tools, Woodcarver's Tools, or Smith's Tools.
Force Multiplier
At 11th level, Battle Smiths become proficient with Modern-era Firearms, and can craft them using Tinker's Tools, Woodcarver's Tools, or Smith's Tools.
I compared the damage progression of these changes to a few benchmarks, charted here, including those from other classes (Warlock and Great Weapon Fighter, specifically), as well as existing damage progressions from the class. These changes achieve my desired goals for Firearms proficiency in Artificers, outlined below:
• As Artificers are the only characters with Proficiency in Firearms (except Gunslingers, which is not being addressed here), Firearms should be a signature weapon for the class. Therefore, it should be the most mechanically advantageous weapon for at least one subclass, or at least compete with whatever is.
• I think Firearms should fill a different role with each of the 3 subclasses.
For alchemists, the most supportive and 'caster'-y of the subclasses, they should fill a role similar to the light crossbow for the wizard: "That thing I wield until my cantrips are a better choice." The damage progression shows exactly that, with Fire Bolt quickly and easily surpassing Renaissance Firearms wielded with no access to extra attack as of level 5.
For Battlesmiths, weapons are preferred over cantrips as a means of attack, so Firearms should be a competitive choice. A Battlesmith with Great Weapon Master and a Greatsword remains the most consistent damage dealer, as well it should since it is risking the front line, but access to Renaissance Firearms, followed by Modern firearms at level 11, allows ranged Battlesmiths to keep pace but never match nor surpass GWM Artificers. If you're wondering how a level 11 damage buff for Firearms doesn't pass up the lack of such in GWM builds, I will point out how much GWM benefits from the consistently increasing attack bonus of Artificer Infusions, as compared to the already already-accurate but lower-damage firearms. It was important, however, that Battlesmiths not have the full Firearms progression of the Artillerist, because gaining an increase in damage alongside an extra attack is too powerful, like if an Eldritch Knight could use Booming Blade w/ Extra attack at level 5. Notably, before becoming a Battlesmith, a Great Weapon Battlesmith build may choose to dump their STR and rely on Firearms as a better attack option until they become Battlesmiths, and start using their INT for Greatsword attacks.
Artillerists literally have an ability called 'Arcane Firearm'. And the word 'artillerist' itself evokes gunnery themes. As the DPS subclass with this theme, it only makes sense that Artillerists make competitive use of Firearms. Allowing them to progress through the full tree keeps firearms competitive with Fire Bolt as the attack of choice. Specifically, at low levels, like with all Artificers, Firearms are the correct choice. At 5th level, the match is incredibly close: a semi-automatic pistol slightly underperforms Fire Bolt (also a 1H option), while the Shotgun slightly overperforms, meaning an optimized level 5 Artillerist is choosing between Fire Bolt + Shield vs. Musket. At level 11, even with the Future-era Firearms, Fire Bolt is still doing slightly more damage than any firearm.
On the subject of 'Arcane Firearm', I felt it made no sense to have an ability called Arcane Firearm that added damage, just not to Firearms. So all of the comparisons listed above include Artillerists adding their +1d8 to Firearms attacks as of level 5, per my suggestion. This is a factor in keeping Firearms a competitive choice for as long as they are.