Base Class: Artificer
Austrüsian’s Society of the Arcane Eye is home to a small elite group of elven artificers who also train with the country’s army: The Verdant Shield. This highly skilled force takes their pinpoint accuracy with a bow, crossbow, or gun and their strong focus on powerful, reliable, low-level magic then combines the two into a new school of combat: the Arcane Sniper.
Tool Proficiency
3rd-level Arcane Sniper feature
You gain proficiency with woodcarver’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Arcane Sniper Spells
3rd-level Arcane Sniper feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Arcane Sniper Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Arcane Sniper Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Arcane Firearm
3rd-level Arcane Sniper feature
You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver’s tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.
Choose one of the following styles. The style you choose will determine the type of arcane firearm you will create. You benefit from these effects only while using your arcane firearm.
- Quickdraw When you roll initiative, you can use your reaction to cast a cantrip at any enemy you can see within range. The chosen cantrip must require a spell attack roll.
- Aimed Shot On your first turn in combat, if you have advantage on an attack roll using Intelligence you can reroll one of the dice once.
Additionally, you can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm you gain a bonus 1d8 to one of the spell’s damage rolls.
Focused Aim
5th-level Arcane Sniper feature
Your unwavering focus causes your spells to be more precise and destructive:
- As a bonus action, you give yourself advantage on your next spell attack roll cast through your arcane firearm on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
- You can add your Intelligence modifier to one damage roll of a cantrip that requires an attack roll and is cast through your arcane firearm.
Improved Arcane Firearm
9th-level Arcane Sniper feature
The bonus damage from your arcane firearm increases to 2d8, the range is doubled for cantrips you cast through your arcane firearm that require a spell attack roll, and your ranged spell attacks ignore half cover and three-quarters cover.
Additionally your arcane firearm continues to improve depending on the option chosen at level 3. You benefit from these effects only while using your arcane firearm.
- Quickdraw When you are the target of an attack roll, you may use your reaction to cast a cantrip that requires a spell attack roll against the attacking creature. You take this reaction before determining if the creature’s attack hit.
- Aimed Shot When you have advantage on an attack roll using Intelligence you can reroll one of the dice once. Additionally, cantrips cast through your arcane firearm now score a critical hit on an attack roll of 18-20.
Arcane Overload
15th-level Arcane Sniper feature
You’ve learned to harness and accumulate arcane energies within your arcane firearm. When you make a successful spell attack roll against a target using your arcane firearm, you gain an arcane charge. You can store up to six arcane charges in this way.
Once you have accumulated three arcane charges, as part of a spell attack, you can unleash the overloaded energy in a devastating magical blast. The damage of this arcane overload starts at 2d8 force damage, and for each additional arcane charge beyond the initial three, it increases by 1d8 force damage, up to a maximum of six charges for 5d8 force damage.
Any arcane charges that are not used before taking a long rest dissipate and are lost.
You can use this ability a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.







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