Artificer
Base Class: Artificer

Main weapon is a hollowed out musket. Uses magic to improve his bullets in order to take advantage of the battlefield. The arcane sniper uses the knowledge of magic and his skills of creation and invention to assess a fight from a distance. In order to improve their craft the spend hours upgrading their rifle and replicating magical items to improve the bag of tricks. 

Primary weapon is the Arcane Rifle

 The Arcane Rifle is a two-handed martial ranged that deals (2d8+ Dexterity modifier) magical piercing damage with a range of (30/150 ft). The rifle is fired using the casters magic experience. Bullets embedded with magical power may be fired through this weapon, the point of impact is the location the spell well activate. This Rifle may be upgraded with scopes, Bipods, bayonets, etc. Upgrades prices and bonuses are at DMs discretion.

Magic Bullet Creation

3rd-level Arcane Sniper feature

Starting when you choose this archetype at 3rd level, you gain proficiency in creating magic bullets. You can create 3 Bullets for every long Rest. 2nd level spells at level 5, 3rd level spells at level 9, 4th level spells at 13, and 5th level spells at level 17. If a higher level spell is learned by other methods via Spell book or item at DMs discretion they may place this spell in to the bullet.

Gunsmith

Upon choosing this archetype at 3rd level, you gain proficiency with Tinker's Tools, and your proficiency bonus is doubled when using them to craft firearms or firearm ammunition. See the “Crafting & Upgrades” section for crafting details. Pricing and items required are at the DMs discretion. 

NAME COST EFFECT                                                                        
Bayonet Fitting*

5 gp
[3h]
A firearm can have a bayonet fitting added, to which a Dagger can be affixed or removed as an action. While a Dagger is affixed to a firearm you are holding, you may still use the dagger to make melee weapon attacks. While affixed to a musket a dagger has the Versatile (1d6) property.
Bipod (integrated)*

250 gp
[30h]
Prerequisite: Hook & Fork.
A musket with an integrated bipod increases its weight by 1 lb., enabling it to rest on a surface for stability. If you have not moved during a turn, and began with the bipod resting either upon cover, or upon the ground while prone, then you may choose to reduce your speed to 0 and gain a +1 bonus to attack rolls for this weapon until the end of the turn. Being prone while firing this way does not impose disadvantage when firing at targets that began the turn in front of you and at least 80 feet away. Replaces hook & fork.
Bipod (improvised)*

(varies) An improvised bipod isn't an upgrade to a specific weapon. It is two arrows, rods, sticks etc. placed on the ground to create a vertical X upon which a musket can sit for stability, requiring one full turn to set up. If you have not moved during a turn, and began it prone with a musket on an improvised bipod, you may reduce your speed to 0 until the end of the turn. Being prone while firing a musket in this way does not impose disadvantage when firing at targets that began the turn in front of you and at least 80 feet away.
Cartridge Loading (2)/
Cartridge Loading (4)/
Cartridge Loading (6)/
Cartridge Loading (8) 

50 gp/
100 gp/
150 gp/
200 gp 
[60h]
Prerequisite (2): 3 different upgrades.
Prerequisite (4): Cartridge Loading (2).
Prerequisite (6): Cartridge Loading (4).
Prerequisite (8): Cartridge Loading (6).
A pistol or musket with a lever or bolt action cartridge loading mechanism uses its own ammunition type (cartridges), and swaps Loading for Reload (2 shots), Reload (4 shots), Reload (6 shots) or Reload (8 shots).
Hook & Fork*
(Arquebus/
 Hook Gun)
100 gp
[30h]
A hook bracket and fork mount adds 2 lb. to a musket's weight, enabling it to be hooked onto walls or mounted on its fork (monopod) for stability. If you have not moved during a turn, and began with the hook upon either cover or the placed fork, then you may choose to reduce your speed to 0 and gain a +1 bonus to attack rolls for this weapon until the end of the turn. You may place and stow the fork as a Bonus Action.
Improved Sight* 10 gp
[15h]
An improved iron sight increases the total range of a firearm by 10'/30'. A firearm can only have one sight.
Precision Sight* 150 gp
[60h]
Prerequisite: Improved Sight.
A finely crafted precision sight increases the total range of a musket by 20'/60'. A musket can only have one sight.
Reinforced Stock** 25 gp
[30h]
A reinforced musket stock can be used as a simple Strength based two-handed melee weapon dealing 1d6 bludgeoning damage.
Superior Stock**

250 gp
[60h]
An expertly crafted stock increases the stability of a single-barrelled musket. If you did not move during a turn you may choose to reduce your speed to 0 and gain a +1 bonus to attack rolls for this weapon until the end of the turn.
Telescopic Sight* 200 gp + Spyglass
[90h]
Prerequisite: Precision Sight.
Adapting a Spyglass into a sight doubles the total ranges of a musket, and it can still be used as a Spyglass. A musket can only have a single sight

Scan

5th-level Arcane Sniper feature

Through the use of your bonus action, you peer through your scope to study the nature of your target. You are able to ascertain specific details about your target as it fights (this can only be performed during combat, or pointing your gun at someone will begin combat). You may learn one of the following:

1. Any resistances
2. Any vulnerabilities
3. Highest saving throw
4. Lowest saving throw

A perception check with a DC of 14 will provide any one detail, a DC of 21+ you learn 2 details, and a natural 20 results in you getting a complete read on this target, learning all 4. This roll can be contested by a creature that has knowledge of your presence. 

Extra Attack

5th-level Arcane Sniper feature

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Quick Hands

9th-level Arcane Sniper feature

When you reach 9th level, you add your proficiency bonus to your initiative and roll with advantage. In addition, you may now stow your magical rifle and draw another another weapon as a single object interaction.

Eagle Eye

9th-level Arcane Sniper feature

Starting at the 9th level, you may now fire at the maximum range of your projectile weapons without taking Disadvantage on the attack rolls. If you are at a significant height advantage over your target and aiming down at them, you have Advantage on your attack rolls.

In addition, if you are firing from 120ft or more away from your target, you are granted an additional 1D8.

Leading shot

15th-level Arcane Sniper feature

Starting at 15th level, you learn to lead your shots, and attack when the enemy moved into your sights. Once per turn, if you take the Attack action on your turn you can forgo one of your attacks to target a 5 foot by 5 foot cube, in a location you can target with your weapon. When a creature enters that space, you can use your reaction to make an attack roll against that creature. You roll the attack with advantage.

Snipers Eye

15th-level Arcane Sniper feature

Your firearm attacks score a critical hit on a 19 or 20.

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