Base Class: Fighter
Magitech Marksmen are tinkers and duelists who pair a heavily modified firearm with magically infused cartridges. They rely on their intellect more than their strength, turning every shot into a precise, elemental instrument designed to overpower their enemies or benefit their allies.
| Fighter Level | Feature |
|---|---|
| 3rd | Magitech Firearm, Arcane Infusions |
| 7th | Magitech Propulsion, Improved Infusion Die, Refined Infusions |
| 10th | Thermal Venting |
| 15th | Emergency Infusion, Targeting Calibrators, Enhanced Infusions |
| 18th | Apex Infusions |
Infusion Progression
| Fighter Level | Infusions Known | Infusion Dice | Die Size |
|---|---|---|---|
| 3rd | 3 | 4 | d6 |
| 7th | 4 | 5 | d8 |
| 10th | 5 | 6 | d10 |
| 15th | 6 | 7 | d10 |
| 18th | 6 | 8 | d12 |
Magitech Firearm
When you choose this archetype at 3rd level, you learn to modify a firearm into a weapon that responds to your intellect.
Tool and Weapon Proficiency. You gain proficiency with tinker’s tools and with firearms. If you already have proficiency with tinker’s tools, you instead gain expertise with them, which lets you add double your proficiency bonus to any ability check you make with them.
Magitech Firearm. When you finish a long rest, you can use your tinker’s tools to modify one firearm you are holding, turning it into your Magitech Firearm. The modification vanishes from the weapon if you later modify a different firearm in this way. You can have only one Magitech Firearm at a time.
You gain the following benefits while using your Magitech Firearm:
- Intellectual Target Acquisition. You can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls you make with the weapon.
- Streamlined Loading. The weapon loses the loading and reload properties.
- Magical Capacitor. The weapon is the mechanism that fires your infused cartridges. You can use your infusions only through your Magitech Firearm.
Expertise - Tinker's Tools
If you already have proficiency in Tinker's Tools, you gain expertise.
Proficiency - Tinker's Tools
You gain proficiency with Tinker's Tools.
Arcane Infusions
When you choose this archetype at 3rd level, you learn to load your Magitech Firearm with cartridges infused with magical energy. These cartridges are fueled by special dice called infusion dice.
Infusion Dice. You have four infusion dice, which are d6s. An infusion die is expended when you use it. You regain all of your expended infusion dice when you finish a short or long rest.
You gain another infusion die at 7th level, 10th level, 15th level, and 18th level.
Infusions. You learn three infusions of your choice, which are detailed in the “Infusions” section below. You learn an additional infusion of your choice at 7th, 10th, and 15th level. Whenever you gain a level in this class, you can replace one infusion you know with a different one.
Using an Infusion. When you take the attack action with your Magitech Firearm, you can replace one of your attacks to expend one infusion die and choose one infusion you know to fire an infused cartridge. You must make this choice before you make the attack roll. If the attack hits, you add the infusion die to the attack’s damage roll, and all damage dealt by the attack becomes the damage type listed in the infusion’s description. The infusion’s effects then apply as described. If the attack misses, the infusion die is expended with no effect except as described in Thermal Venting. When you take the Attack action, you can instead use Regenerative Infusion in place of one of your attacks if you have it, as described in that infusion.
Saving Throws. Some of your infusions require your target to make a saving throw to resist the infusion’s effects. The saving throw DC is calculated as follows:
Infusion save DC = 8 + your proficiency bonus + your Intelligence modifier
Infusion Upgrades. Each infusion has four entries: Base, Refined (7th level), Enhanced (15th level), and Apex (18th level). An entry applies to the infusion once you reach its level. Unless an entry says otherwise, it adds to the entries before it. When an entry says “instead,” it replaces the effect it refers to.
Infusions
The infusions are presented in alphabetical order. Each entry lists the damage type the infusion uses.
Blinding Infusion
Damage type: radiant
- Base. Until the start of your next turn, the target sheds bright light in a 10-foot radius and can’t benefit from being invisible.
- Refined. The target must make a Constitution saving throw (DC {{savedc:int}}). On a failed save, it is blinded until the end of its next turn.
- Enhanced. On a successful save, the target subtracts 1d4 from the next attack roll it makes before the end of its next turn.
- Apex (Searing Flash). Each creature of your choice within 10 feet of the target must also make the saving throw and is subject to the same effects.
Concussive Infusion
Damage type: force
- Base. One other creature of your choice within 5 feet of the target takes force damage equal to half the infusion die roll.
- Refined. The range becomes 10 feet, and the damage becomes the full infusion die roll.
- Enhanced. Up to two other creatures of your choice within 10 feet of the target take the damage.
- Apex (Disintegration). If this attack reduces a creature to 0 hit points, the creature is reduced to a pile of fine gray dust and can be restored to life only by true resurrection or wish. Whether the attack hits or misses, each creature of your choice within 10 feet of the target, including the target, must succeed on a Dexterity saving throw against your Infusion save DC or take force damage equal to the infusion die roll.
Corrosive Infusion
Damage type: acid
- Base. The target’s AC is reduced by 1 until the start of your next turn.
- Refined. The reduction becomes 2.
- Enhanced. At the start of its next turn, the target takes acid damage equal to your Intelligence modifier.
- Apex (Structural Failure). While a creature’s AC is reduced by this infusion, your attack rolls against it score a critical hit on a roll of 19 or 20.
Disruptive Infusion
Damage type: psychic
- Base. The target has disadvantage on the next saving throw it makes to maintain concentration on a spell before the start of your next turn.
- Refined. The target must make an Intelligence saving throw. On a failed save, it can’t take reactions until the start of your next turn.
- Enhanced. On a successful save, the target can’t take reactions until the end of the current turn.
- Apex (Tactical Disruption). On a failed save, if the target is concentrating on a spell, its concentration ends.
Flaming Infusion
Damage type: fire
- Base. At the start of the target’s next turn, it takes fire damage equal to half the infusion die roll (rounded down) as it burns.
- Refined. The target must make a Dexterity saving throw. On a failed save, it takes fire damage equal to the full infusion die roll at the start of its next turn instead.
- Enhanced. The fire damage the target takes from burning increases by your Intelligence modifier.
- Apex (Conflagration). When the target takes fire damage from burning, each other creature of your choice within 5 feet of it must succeed on a Dexterity saving throw against your Infusion save DC or take the same amount of fire damage.
Frosty Infusion
Damage type: cold
- Base. The target’s speed is reduced by 10 feet until the start of your next turn.
- Refined. The target must make a Constitution saving throw. On a failed save, its speed is reduced to 0 instead until the start of your next turn.
- Enhanced. On a successful save, the target’s speed is halved instead of reduced by 10 feet.
- Apex (Flash Freeze). If the target fails its saving throw, the ground within 10 feet of it becomes difficult terrain for creatures of your choice until the start of your next turn. In addition, when Thermal Venting damages a target with this infusion, the target’s speed is reduced by 10 feet until the start of your next turn.
Regenerative Infusion
Damage type: none (healing)
- Base. Instead of making an attack, you can expend one infusion die and fire a restorative cartridge at a willing creature within the normal range of your Magitech Firearm. You don’t make an attack roll. Roll the infusion die. The creature regains hit points equal to the number rolled plus your Intelligence modifier. If the creature is prone, it can stand up without spending movement. This infusion has no effect on undead or constructs.
- Refined. The creature can also end one of the following conditions affecting it: blinded, deafened, frightened, or poisoned.
- Enhanced. If the healing would raise the creature’s hit points above its hit point maximum, the excess becomes temporary hit points that last for 1 hour. You can target a willing creature that has total cover from you, as long as you know where it is and it is within range.
- Apex (Overcharged Regenerative). You expend one infusion die, but you roll two infusion dice. The creature regains hit points equal to the total rolled plus twice your Intelligence modifier, and you end any one condition of your choice affecting it, instead of only the conditions listed in the Refined entry.
Sapping Infusion
Damage type: lightning
- Base. The next attack roll made against the target before the start of your next turn gains a +2 bonus.
- Refined. The next attack roll made against the target before the start of your next turn has advantage instead.
- Enhanced. The next two attack rolls made against the target before the start of your next turn have advantage.
- Apex (Arc Link). The lightning arcs to another creature. One other creature of your choice within 15 feet of the target takes lightning damage equal to the infusion die roll, and the next attack roll made against that creature before the start of your next turn has advantage.
Sonic Infusion
Damage type: thunder
- Base. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, it is pushed 5 feet away from you.
- Refined. On a failed save, the target is also knocked prone.
- Enhanced. The size limit becomes Huge, and you push the target 10 feet instead of 5.
- Apex (Resonant Shot). If the target’s movement from this push is stopped by a solid object or another creature, the target and that creature (if any) each take thunder damage equal to the infusion die roll.
Withering Infusion
Damage type: necrotic
- Base. The target can’t regain hit points until the start of your next turn.
- Refined. The target must make a Constitution saving throw. On a failed save, its damage with weapon attacks is halved until the end of its next turn.
- Enhanced. On a successful save, the target subtracts your Intelligence modifier from the damage rolls of its weapon attacks until the end of its next turn.
- Apex (Siphon). Whenever you hit a creature with this infusion, you gain temporary hit points equal to the infusion die roll.
Magitech Propulsion
Starting at 7th level, you can use a bonus action while holding your Magitech Firearm to redirect its exhaust gas or kinetic back-blast and launch yourself. You gain a flying speed equal to your walking speed until the end of the current turn. If you are still in the air when the turn ends, you fall. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Improved Infusion Die
At 7th level, your infusion dice turn into d8s. At 10th level, they turn into d10s. At 18th level, they turn into d12s.
Refined Infusions
At 7th level, each infusion you know gains its Refined entry.
Thermal Venting
Starting at 10th level, when you expend an infusion die on an attack and miss, the cartridge violently discharges its energy instead of going to waste. The target must make a Dexterity saving throw against your Infusion save DC. On a failed save, roll the infusion die. The target takes damage equal to the number rolled plus your Intelligence modifier, minimum of 1. The damage is of the type listed in the infusion you used.
This feature has no effect when you use an infusion that deals no damage, such as Regenerative Infusion.
Emergency Infusion
Starting at 15th level, when you roll initiative and have no infusion dice remaining, you regain two infusion dice.
Targeting Calibrators
At 15th level, your attacks with your Magitech Firearm ignore half cover and three-quarters cover. In addition, the normal and long ranges of your Magitech Firearm are doubled.
Enhanced Infusions
At 15th level, each infusion you know gains its Enhanced entry.
Apex Infusions
At 18th level, each infusion you know gains its Apex entry.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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10/8/2026 3:11:47 AM
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