Base Class: Artificer
An Artificer that has learned how to manufacture and modify basic firearms. They use their magic to infuse their weapon, allowing them to perform unique attacks, hone their marksmanship skills, and maintain the advantage in combat.
Bonded Weapon
3rd-Level Infused Marksman Feature
You learn how to infuse your Firearm with magic, forming a bond to it. This bond allows you to perform feats greater than any traditional marksman. Bonding to a Firearm grants the following properties:
- If the Firearm is non-magical, It is considered magical for the purposes of overcoming Damage resistances and immunities.
- Any Attack made with the firearm lands a critical hit on a roll of 19 or 20.
- While wielding the bonded firearm, you cannot be forcefully disarmed and you can summon the firearm to your hand using a bonus action.
Marksmanship
3rd-Level Infused Marksman Feature
You've mastered the use of Firearms. You gain Weapon Mastery with Pistols and Muskets. Additionally, you gain a pool of Marksmanship Points. You have an amount of Marksmanship points equal to 2 + your proficiency bonus, and you regain all points on a short or long rest.
You can expend Marksmanship points to use special Marksman "tactics". You can learn 2 tactics at level 3 and you can swap any tactic for an unknown one whenever you level up. You learn an additional tactic at level 5 (3 total), level 9 (4 total), level 11 (5 total), and level 15 (6 total).
Tactics that prompt a saving throw utilize your Tactic DC. Your Tactic DC is equal to 8 + Dexterity Modifier + Proficiency Bonus,
Bullseye
You can spend a Marksman Point to make yourself more accurate with a Firearm. Whenever you hit or miss an attack roll with a firearm, you can spend a Marksman Point to reroll the attack roll with advantage (No Action Required).
This feature can only be used once per turn
Elemental Shot
Prerequisite: Level 5+ Artificer
When you make an attack roll with your Bonded Firearm, you can use a bonus action to spend a Marksmanship Point and imbue the Firearms ammunition with elemental energy. Anytime within your next 3 turns, when you hit a creature with a ranged attack, you deal an extra d4 of fire, cold, acid, poison, lightning, or Thunder damage (You pick when you use this tactic).
Hammer Ram
Whenever you attack using your bonded Firearm on your turn, you can use your reaction to make an additional attack against the same creature.
Mobilizing Strike
When you land an attack using your bonded Firearm, you can spend a Marksmanship point to pick one friendly creature within 10 feet of the target. The creature can then use its reaction to move up to half its speed without provoking Opportunity Attacks.
Sensitizing Blow
Prerequisite: Level 15+ Artificer
Whenever you hit using your Bonded Firearm, you can expend a Marksmanship Point to grant yourself advantage on spell attacks against the target. Additionally, the Target has disadvantage on Spell Saving Throws towards your spells.
This effect requires you to hold concentration to maintain the effect.
Silencing Shot
Prerequisite: Level 9+ Artificer
Magically imbue a shot with silencing energy. You can use your bonus action to expend a Marksmanship point, silencing the next attack made from your bonded firearm. This attack is completely silent. Additionally, The target of the attack must succeed on a Constitution Saving throw, or be silenced until the end of your next turn. A Silenced creature cannot use any feature that requires a verbal component. The Target may spend their bonus action on their turn to make the saving throw again.
Speed Load
You can expend a Marksmanship point to reload a firearm, forgoing the need to spend an Action, Bonus Action, or reaction.
Staggering Shot
Whenever you make an Attack roll using your Bonded Firearm, You can expend a Marksmanship Point to fire a Staggering Shot. If this attack hits the target the target must make a constitution saving throw against your Tactic DC. On a Fail, the target's movement speed is reduced by 10 feet and they cannot take reactions until the end of your next turn.
Stand My Ground
Prerequisite: Level 5+ Artificer
When an enemy attempts to move within 5 feet of you, you can use your reaction and expend a Marksmanship Point to make an attack against that creature. If you hit, the creature must succeed on a Strength saving throw, or be pushed 10 feet back, and have its speed reduced to 0 until the end of its turn
Tool Proficiency
3rd-Level Infused Marksman Feature
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.
Infused Marksman Spells
3rd-Level Infused Marksman Feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Infused Marksman Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
ArtificerLevel |
Spells |
|---|---|
3rd |
Magic Missile, Shield |
5th |
Find Traps, Heat Metal |
9th |
Lightning Arrow, Glyph of Warding |
13th |
Summon Construct, Elemental Bane |
17th |
Far Step, Telekinesis |
Extra Attack
5th-Level Infused Marksman Feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Firearm Modifications
9th-Level Infused Marksman Feature
You learn how to use your artificer infusions to specially modify your Bonded Firearm. While you are bonded, you gain the following benefits:
- Your Bonded Firearm can gain benefits from 2 Artificer infusions, rather than one
- Your maximum amount of infusions is increased by 2
- Once per long rest, you can regain all Marksmanship Points as a bonus Action
Master Marksman
15th-Level Infused Marksman Feature
Your tremendous experience with Firearms has manifested into an ability to utilize Firearms perfectly. Once per Turn, You can use a Marksmanship Tactic without expending a Marksmanship Point.
Additionally, whenever a Marksmanship Tactic forces a creature to make a Saving throw, you can force them to automatically fail. You can use this feature an amount of times equal to your proficiency bonus per long rest.
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