Base Class: Artificer
You are a gunslinger of unique design. While most prefer to move fast and strike quickly you prefer to take your time strike hard. This solidified your role as a sniper on the battle field and birthed a battlestyle that suits your weapon.
Tools Of The Trade
You also gain proficiency with tinker's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Arcane Sniper Spells
3rd-level Artillerist feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Artillerist Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Arcane Rifle
Beginning at 3rd level, you begin to construct an arcane rifle. After a long rest, you can use smith’s tools or tinkerer’s tools to create a firearm fueled by arcane energy. You gain the following benefits while wielding this firearm:
- You can use the arcane firearm as a spellcasting focus for your artificer spells.
- The firearm is a ranged martial weapon for which you are proficient with and can bear one of your infusions if it meets the prerequisites.
- The firearm uses your Intelligence modifier for attack and damage rolls
Arcane Rifle: A large two-handed firearm that can inflict massive damage in a single shot. It has the following features:
- Weight: 10lbs
- Range (120/400)
- Two-Handed
- Damage: 1d10 piercing
- The damage increases when you reach higher levels in this subclass: 2d10 at 5th level, 4d10 at 11th level, and 6d10 at 15th level
Extra Attack
You can attack twice instead of once when you take the attack option on your turn
Weapon Modifications
When you have reached 5th level in this subclass you are able to augment your arcane rifle. You have many options but can only select 3 at 5th level, 4 at 9th level, and 5 at 15th level.
Steady Shot: If you have not moved you may reduce your movement speed to 0 and as a bonus action steady your aim giving you advantage on a single target for at turn.
Sniper Scope: You are now able to see much farther you gain advantage on Perception(Wisdom) checks that rely on sight as long as you are looking through the scope as well as increasing the range to 200/400 feet.
Grooved Barrel: You get a +2 to the attack rolls with your rifle.
Trigger Guard: You have a guard around the base of your rifle add a +1 to your AC
Elemental Converter: Choose one of the following damage types: acid, cold, fire, lightning, thunder, or force. Your arcane rifle deals damage in the chosen type. You may spend a bonus action to change the damage type, which lasts until you change it again.
Bigger Caliber: Prerequisite 9th level: Once per turn you may deal bonus damage to a target equal to your Artificer level
Piercing Rounds: Prerequisite 9th level: Your attacks are now able to ignore resistences and immunities become resistences.
Interception: Prereqiusite 9th level: Whenever a creature hits a target with a range weapon attack within your arcane firearm’s normal range, you can use your reaction to deflect the attack with a shot from your arcane firearm. When you do so, the damage the target takes from the attack is reduced by 1d6 + your Intelligence modifier + your artificer level. Once per turn, if you reduce the damage to zero, you can take an additional reaction this round.
Explosive Round: Prerequisite 15th level: As a bonus action, you can charge your weapon with explosive force. Whether you hit or miss, the next attack you make explodes on impact. All creatures within a 10-foot-radius sphere centered on but excluding the target must make a Dexterity saving throw. A creature takes your arcane firearm’s damage on a failed save or half as much on a success. You can charge your weapons this way a number of times equal to your Intelligence modifier (minimum of once), and regain all uses after a short or long rest.
Under-barrel Shotgun: Prerequisite 15th level: You have now attatched a barrel to the underside of your rifle. You can as one of your 2 attacks blast all enemies in a 30ft cone who make a Dexterity saving throw against your spell save dc. They take 8d8 fire damage on a failed save or half as much on a success. You can use this ability a number of times equal to your proficiency modifer (minimum of once), and regain all uses after a long rest.
Bigger Caliber
Bigger Caliber: Prerequisite 9th level: Once per turn you may deal bonus damage to a target equal to your Artificer level
Elemental Converter
Elemental Converter: Choose one of the following damage types: acid, cold, fire, lightning, thunder, or force. Your arcane rifle deals damage in the chosen type. You may spend a bonus action to change the damage type, which lasts until you change it again.
Explosive Round
Explosive Round: Prerequisite 15th level: As a bonus action, you can charge your weapon with explosive force. Whether you hit or miss, the next attack you make explodes on impact. All creatures within a 10-foot-radius sphere centered on but excluding the target must make a Dexterity saving throw. A creature takes your arcane firearm’s damage on a failed save or half as much on a success. You can charge your weapons this way a number of times equal to your Intelligence modifier (minimum of once), and regain all uses after a short or long rest.
Grooved Barrel
Grooved Barrel: You get a +2 to the attack rolls with your rifle.
Interception
Interception: Prereqiusite 9th level: Whenever a creature hits a target with a range weapon attack within your arcane firearm’s normal range, you can use your reaction to deflect the attack with a shot from your arcane firearm. When you do so, the damage the target takes from the attack is reduced by 1d6 + your Intelligence modifier + your artificer level. Once per turn, if you reduce the damage to zero, you can take an additional reaction this round.
Piercing Rounds
Piercing Rounds: Prerequisite 9th level: Your attacks are now able to ignore resistences and immunities become resistences.
Sniper Scope
Sniper Scope: You are now able to see much farther you gain advantage on Perception(Wisdom) checks that rely on sight as long as you are looking through the scope as well as increasing the range to 200/400 feet.
Steady Shot
Steady Shot: If you have not moved you may reduce your movement speed to 0 and as a bonus action steady your aim giving you advantage on a single target for at turn.
Trigger Guard
Trigger Guard: You have a guard around the base of your rifle add a +1 to your AC
Under-Barrel Shotgun
Under-barrel Shotgun: Prerequisite 15th level: You have now attatched a barrel to the underside of your rifle. You can as one of your 2 attacks blast all enemies in a 30ft cone who make a Dexterity saving throw against your spell save dc. They take 8d8 fire damage on a failed save or half as much on a success. You can use this ability a number of times equal to your proficiency modifer (minimum of once), and regain all uses after a long rest.
Rifleman's Charm
At 9th level, you gain proficiency with the two of the following skills: Deception, Persuasion, or Sleight of Hand. Additionally, your intelligence gives you a roguish charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Intelligence modifier (minimum of +1).
Ready, Aim, Fire
Starting at 15th level, Your experience alows you to better spot the weakness of your enemy you can now score a critical hit when you roll a 19 or 20.







Comments