Artificer
Base Class: Artificer

While many Artificers prefer to strike first and wade into combat, you prefer to take your time to line up a lethal shot. Arcane Snipers use magic to empower highly specialized firearms to deal massive damage and inflict powerful debuffs while staying out of the worst of the danger themselves.

Arcane Rifle

3rd-level Arcane Sniper feature

You gain a specialized Arcane Rifle, a magical firearm closely tied to your artificer magic. During a long rest, you may use smith's tools or tinkerer's tools to create a new Arcane Rifle if yours is lost or destroyed. You can modify an existing firearm with the Two-Handed property to become your Arcane Rifle; if you do this, your Arcane Rifle has the properties of the firearm it is based on rather than the ones described below. You gain the following benefits while wielding your Arcane Rifle.

  • You can use your Arcane Rifle as a spellcasting focus for Artificer spells.
  • The Arcane Rifle is a ranged martial weapon. Regardless of whether you would be otherwise, you are proficient with it and may use its Weapon Mastery property.
  • The Arcane Rifle uses your Intelligence or Dexterity modified for attack and damage rolls, whichever is higher.

Arcane Rifle: A large two-handed firearm that inflicts massive damage in a single shot. It has the following features:

  • Weight: 10lbs
  • Range (60/120)
  • Ammunition (Firearms), Two-Handed, Reload, Slow
  • Damage: 1d12 piercing
  • The damage dealt by this weapon increases when you reach higher levels in this subclass: 2d12 at 5th level, 3d12 at 10th level, and 4d12 at 15th level.

Weapon Modifications

3rd-level Arcane Sniper feature

You can add Modifications to your Arcane Rifle to augment its power from the Weapon Modifications table. Select three Modifications for which you meet the requirements to add to your weapon. You gain one additional modification at each of 5th, 7th, 10th, 14th, and 17th level.

Weapon Modifications

Modification Requirement Description
Bipod None If you haven't moved this turn, add +2 to attack and damage rolls.
Rifled Barrel None Add +1 to attack and damage rolls.
Trigger Guard None Add +1 to your AC while holding this weapon.
Optical Scope None The range of this weapon increases by 120/360.
Heavy Hit None Once per turn on a successful hit, force an enemy to succeed on a Dexterity saving throw against your Spell Save DC or become Prone.
Tracer Round 5th-level Artificer As a Bonus Action, load a Tracer Round to make your next attack. On a successful hit with a Tracer Round, the next attack roll against the creature hit has the advantage.
Armor-Piercing Round 5th-level Artificer As a Bonus Action, load an Armor-Piercing Round. Armor-Piercing Rounds ignore resistance to piercing damage, and immunity is treated as resistance.
Elemental Round 5th-level Artificer  As a Bonus Action, load an Elemental Round. Choose one of Fire, Cold, Acid, or Poison. Your next attack deals damage of that type.
Kinetic Penetration 7th-level Artificer You may elect to deal Force or Piercing damage with each attack you make with this weapon.
Suppressor 7th-level Artificer If you attack while hidden and the attack misses, you remain hidden.
Improved Casings 7th-level Artificer  On the first attack you make in a turn, deal additional damage equal to half your Artificer level, rounded down.
Flash Round 10th-level Artificer   As a Bonus Action, load a Flash Round to make your next attack. On a successful hit with a Flash Round, the creature is Blinded until the end of your next turn.
Superior Powder 10th-level Artificer Reroll 1s and 2s on damage rolls made with this weapon.
Enchanted Optics 10th-level Artificer   Attacking at Long Range does not impose disadvantage.
Explosive Round 14th-level Artificer    As a Bonus Action, load an Explosive Round to make your next attack. On a successful hit with an Explosive Round, instead of your weapon's normal damage, deal 3d8 fire damage to everything in a 10-foot radius from the target.
Under-Barrel Shotgun 14th-level Artificer     Once per short/long rest, use an action to create an explosive blast that hits all creatures in a 30ft cone. Creatures within the cone must make a Dexterity saving throw against your Spell Save DC or take 8d6 fire damage on a failed save or half as much on a success.
Arcane Interception 14th-level Artificer     If an enemy hits a target with a ranged weapon attack from more than 30 feet away, and both the enemy and the target are within the normal range of your weapon, you can use a Reaction to attempt to deflect the attack with a shot from your Arcane Firearm. When you do so, make an attack roll. If it is higher than the roll used to make the attack, the attack misses.
Round of Many Targets 17th-level Artificer As a Bonus Action, load a Round of Many Targets to make your next attack. On a successful hit with a Round of Many Targets, make another attack roll against another target within 30 feet. If you hit, deal half damage. A Round of Many Targets may ricochet to up to three additional enemies.
Arcane Homing 17th-level Artificer   The number you must roll on the d20 to score a Critical Hit is reduced by 1. This effect can stack.
Fin Stabilization 17th-level Artificer   Treat any attack roll of less than 5 as though it were a 5.

Tools of the Trade

3rd-level Artillerist feature

You gain proficiency with tinker’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

entangle, faerie fire

5th

hold person, silence

9th

misty step, hypnotic pattern

13th

dimension door, evard's black tentacles

17th

hold monster, wall of force

Extra Attack

5th-level Arcane Sniper feature

When you take the Attack action, you may make two attacks.

Rifleman's Charm

9th-level Arcane Sniper feature

Your skill with a rifle fascinates others.  Gain proficiency in Persuasion and one skill of your choice and expertise in one skill of your choice. If you already have proficiency in Persuasion, choose two skills of your choice.

Exploit Weakness

15th-level Arcane Sniper feature

You have become an expert at scoring devastating hits on an enemy's weak spots. The number you must roll on the d20 to score a Critical Hit is reduced by 1. This effect can stack.

 

Comments

Posts Quoted:
Reply
Clear All Quotes