Artificer
Base Class: Artificer

Arcane Marksman specialize in creating unique ammunition that reacts with their arcane magical to create unique effects. 

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with Smith's Tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Firearm Specialist

Starting at level 3 being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with firearms. You may use firearms as a spellcasting focus.

Arcane Bullets

At 3rd level, you can briefly imbue the firearms you create and are using with traces of arcane energy. This can be described as directly imbuing the ammunition you are firing with magic, or loading a specific type of ammunition for that attack. When you hit a creature with a ranged firearm attack, you can expend one spell slot to deal force damage to the target, in addition to the weapon’s damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 6d6. Additionally, you can apply one of the following effects. Creating and loading a Arcane bullet is a Bonus action, then it is a action to fire it. All additional damage and effects are magic effects. Magic resistances apply.

Forceful Bullet. When you use your arcane bullet, you can change the extra damage die to d8s, and you deal an extra 1d8 force damage for every two spell levels beyond the first.

Piercing Bullet. When you use your arcane bullet, your attack become a 30 ft. long and 5 ft. wide line originating from the creature you hit. Creatures within the line must instead make a dexterity saving throw against your spell save DC. On a failed save they take the normal damage the firearm would deal, plus the additional damage from using an arcane bullet. For every spell level beyond the first, the length of the line increases by 5 ft. 

Repelling Bullet. Creatures within a 15 ft. cone of you must make a strength saving throw. On a failed save, they are pushed 10 ft. away from you and take force damage equal to the arcane bullet’s force damage, or half as much on a successful and they are not pushed. For every spell level beyond the first, the target is pushed an additional 5 ft.

Explosive Bullet. When you use your arcane bullet, you can cause the bullet to explode. Each creature within a 10ft radius of the creature you hit must make a dexterity saving throw. On a fail, they take force damage equal to the force damage taken by the creature you hit, or half as much on a successful save. For every spell level beyond the first, the radius of the explosive bullet increases by 5 ft.

 

At level 15 you learn a additional Arcane Bullet

Draining Bullet: When you use this Arcane Bullet, you heal an amount equal to half the extra damage dealt from the bullet.

Kneeling Aim

Starting at 5th level you can take a knee to stabilize your shots. So long as you haven't moved this turn, you can reduce your speed to 0 to gain advantage on ranged weapon attacks until the end of this turn. Attacks have advantage against you until the start of your next turn.

Trick Shots

From level 9 you've learned to use the recoil of your firearm to your advantage. After attacking with your firearm as a attack action you can line up a additional shot as a bonus action.

Improved Arcane Bullets

At 15th level, you have learned to improve your Arcane Bullets to be more deadly. 

  • You may change the damage type of your arcane shot to either Acid, Cold, Fire, Lightning, Necrotic, Radiant, Poison, or Thunder.
  • Forceful Shot now changes the arcane shot damage dice from d8s to d10s, and deals additional damage dice equal to d10s.