Artificer
Base Class: Artificer

After exploring all that artificing has to offer, you have decided to focus your efforts on arcane armaments. Unlike your contemporaries, the Artillerists, your armaments have a finesse and precision to their design and application. No, you seek to bring the elegance and precision of pistols and rifles to your artifice.

Firearm Proficiency

You gain proficiency with pistol and musket firearms. In addition, you ignore the loading property for firearms.

Spellslinger Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Spellslinger Spells table. These spells count as artificer spells for you, and they don't count against the number of artificer spells you can prepare.

Spellslinger Spells
Artificer Level Spells

3rd

grease, [spell]hunter's mark[/spell]

5th

mirror image, rope trick

9th

blink, stinking cloud

13th

arcane eye, faithful hound

17th

passwall, telepathic bond

Arcane Rifling

When you pick this specialization at 3rd level, you gain the Arcane Rifling artificer Infusion that can be used to infuse up to two pistol's or a single musket. A pair of pistols infused this way are treated as a single magical weapon.

Arcane Rifling

Prerequisite: Spellslinger specialization
Item: Up to two pistols, or a musket (requires attunement)

  • This magic weapon no longer has the ammunition weapon property, this weapon uses magical charges in place of ammo.
  • Basic attacks made with this weapon deal magical piercing damage and do not consume charges.
  • This weapon has 8 x your proficiency bonus number of charges that replenish after a long rest. Additionally, you may expend a spellslot to restore a number of charges equal to 5 x the expended spellslot's level.
  • This magic weapon grants a +1 bonus to attack and damage rolls made with it. The bonus increases to +2 when you reach level 10 in this class.

 

Spellslinger Technique

Learn specialized techniques for weapons infused with your Arcane Rifling infusion. These techniques consume a specified amount of charges when used.

At 3rd level you gain two of the following Spellslinging techniques of your choice that can be used with weapons empowered by your Arcane Rifling infusion. You gain an additional one at 5th, 9th, and 15th level.

Anklebiter (1 Charge)

Make a ranged weapon Attack against a creature within your weapon's normal range. On a hit, the creature's walking speed is reduced to zero until the start of your next turn.

Bull's-Eye (3 Charges)

As an action, fire a small magical projectile out of your weapon dealing your Intelligence modifier x your Proficiency bonus magic piercing damage to a target you can see in range of your weapon.

Cunning (1 Charge)

Your quick thinking and agility allow you to move and act quickly. You can take a bonus action. This action can be used only to take the Dash, Disengage, or Hide action.

Elemental Infusion (1 Charge)

As a bonus action imbue shots made with this firearm with elemental energy. Choose a damage type: Acid, Cold, Fire, Lightning.  For the next minute, or until this technique is used again, attacks made with this weapon inflict additional damage of the chosen type equal to your Intelligence modifier.

Quicksilver (1 Charge)

As a bonus action increase your movement speed by 10 feet for the next minute.

Ricochet (2 Charges)

You bounce your shot softening the blow but still hitting hard. Make a ranged attack against a single target, on a hit the target is stunned until the end of your next turn.

Wily (1 Charge)

As a reaction and when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

 

Shooting Style

Before any Spellslinging can happen, you must first choose your Shooting Style. Are you the daring Desparado, never afraid to be in the thick of it, the Sharpshooter delivering death at a distance, or the wiley Trick Shot who disarms with both smile and pistol?

At 3rd level, you adopt a particular Shooting Style as your specialty, in addition, each style grants an additional Spellslinger Technique. Choose one of the following options.

Desparado

Prerequisite: Must be wielding a pistol in each hand.

Being within 5ft. of a hostile creature does not impose disadvantage on your ranged attack rolls.

Desperate Volley (3 Charges)

As an action, make a ranged weapon attack against each creature of your choice within 20ft. On a hit, creatures take 2d6 + your Dexterity modifier piercing damage. When using this technique you may expend up to your Intelligence modifier amount of additional charges. Add 1d6 to the damage roll for each additional charge spent this way.

Sharpshooter

Prerequisite: Must be wielding a musket.

When you hit with a ranged attack using a weapon infused with your Arcane Rifling Artificer infusion, you gain a +2 bonus to the damage roll.

Headshot (3 Charges)

As an action, make a ranged weapon attack against each creature in a line up to this weapon's maximum range. On a hit, creatures take 3d6 + your Dexterity modifier piercing damage. When using this technique you may expend up to your Intelligence modifier amount of additional charges. Add 1d6 to the damage roll for each additional charge spent this way.

Trick Shot

Prerequisite: Must have an empty hand while wielding a pistol in another hand.

Your ranged weapon attacks ignore half cover, and three-quarters cover.

Curved Shot (1 Charge)

As a bonus action, the next attack made with this weapon ignores total cover.

 

Finesse

You have further developed and refined your Spellslinging style. At 5th level, you gain additional benefits depending on which Shooting Style you chose.

Desperado

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Sharpshooter

Once per turn when making a ranged weapon attack, you may grant an additional 3d6 bonus to that attack's damage roll.

Trick Shot

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can use one of your Spellslinger Techniques in place of one of those attacks.

 

Mystic Shot

People often forget you are a student of the arcane, but you are here to kindly remind them. At 9th level you gain a spell based on the Shooting Style you chose. This spell can be used a number of times equal to your Intelligence modifier per long rest. This spell counts as a known spell and is always prepared.

Desperado - Mage Armor

You gain the mage armor spell.

Sharpshooter - Faerie Fire

You gain the faerie fire spell.

Trick Shot - Misty Step

You gain the misty step spell.

 

Shootout

Never one to back down from a sticky situation, it's time to pull out all the stops. At 15th level you gain an additional feature based on the Shooting Style you chose.

Desperado - High Noon

As a bonus action, your attacks deal critical damage on a hit until the end of your turn. You can use this feature twice per short rest.

Sharpshooter - One Shot, One Kill

As a bonus action, your next ranged weapon attack deals an additional 30 damage. You can use this feature twice per short rest.

Trick Shot - Ghost Rider

Make a ranged weapon Attack against a creature within your weapon's normal range. On a hit, you and the creature swap positions. You can use this feature a number of times equal to your Intelligence modifier per long rest.

Previous Versions

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