Artificer
Base Class: Artificer

While many Artificers prefer to strike first and wade into combat, you prefer to take your time to line up a lethal shot. Clockwork Snipers use magic to empower highly specialized firearms to deal massive damage while staying out of the worst of the danger themselves with high mobility and illusory magic.

Clockwork Rifle

You gain a specialized Clockwork Rifle, a magical firearm closely tied to your artificer magic. During a long rest, you may use smith's tools or tinkerer's tools to create a new Clockwork Rifle if yours is lost or destroyed. You can modify an existing firearm with the Two-Handed property to become your Clockwork Rifle; if you do this, your Clockwork Rifle has the properties of the firearm it is based on rather than the ones described below. You gain the following benefits while wielding your Clockwork Rifle.

  • You can use your Clockwork Rifle as a spellcasting focus for Artificer spells.
  • The Clockwork Rifle is a ranged martial weapon. Regardless of whether you would be otherwise, you are proficient with it and may use its Weapon Mastery property.
  • The Clockwork Rifle uses your Intelligence or Dexterity modifier for attack and damage rolls, whichever is higher.

Clockwork Rifle: A large two-handed firearm that inflicts massive damage in a single shot. It has the following features:

  • Weight: 10lbs
  • Range (60/120)
  • Ammunition (Firearms), Two-Handed, Reload, Slow
  • Damage: 1d12 piercing
  • The damage dealt by this weapon increases when you reach higher levels in this subclass: 2d12 at 5th level, 3d12 at 10th level, and 4d12 at 15th level.

 

Rifle Modifications

You can add Modifications to your Arcane Rifle to augment its power from the Weapon Modifications table. Select three Modifications for which you meet the requirements to add to your weapon. You gain one additional modification at each of 5th, 7th, 10th, 14th, and 17th level.

Weapon Modifications

Modification Requirement Description
Bipod None If you haven't moved this turn, add +2 to attack and damage rolls.
Rifled Barrel None Add +1 to attack and damage rolls.
Trigger Guard None Add +1 to your AC while holding this weapon.
Optical Scope None The range of this weapon increases by 120/360.
Heavy Hit None Once per turn on a successful hit, force an enemy to succeed on a Dexterity saving throw against your Spell Save DC or become Prone.
Tracer Round 5th-level Artificer As a Bonus Action, load a Tracer Round to make your next attack. On a successful hit with a Tracer Round, the next attack roll against the creature hit has the advantage.
Armor-Piercing Round 5th-level Artificer As a Bonus Action, load an Armor-Piercing Round. Armor-Piercing Rounds ignore resistance to piercing damage, and immunity is treated as resistance.
Elemental Round 5th-level Artificer  As a Bonus Action, load an Elemental Round. Choose one of Fire, Cold, Acid, or Poison. Your next attack deals damage of that type.
Kinetic Penetration 7th-level Artificer You may elect to deal Force or Piercing damage with each attack you make with this weapon.
Suppressor 7th-level Artificer If you attack while hidden and the attack misses, you remain hidden.
Improved Casings 7th-level Artificer  On the first attack you make in a turn, deal additional damage equal to half your Artificer level, rounded down.
Flash Round 10th-level Artificer   As a Bonus Action, load a Flash Round to make your next attack. On a successful hit with a Flash Round, the creature is Blinded until the end of your next turn.
Superior Powder 10th-level Artificer Reroll 1s and 2s on damage rolls made with this weapon.
Enchanted Optics 10th-level Artificer   Attacking at Long Range does not impose disadvantage.
Explosive Round 14th-level Artificer    As a Bonus Action, load an Explosive Round to make your next attack. On a successful hit with an Explosive Round, instead of your weapon's normal damage, deal 3d8 fire damage to everything in a 10-foot radius from the target.
Under-Barrel Shotgun 14th-level Artificer     Once per short/long rest, use an action to create an explosive blast that hits all creatures in a 30ft cone. Creatures within the cone must make a Dexterity saving throw against your Spell Save DC or take 8d6 fire damage on a failed save or half as much on a success.
Arcane Interception 14th-level Artificer     If an enemy hits a target with a ranged weapon attack from more than 30 feet away, and both the enemy and the target are within the normal range of your weapon, you can use a Reaction to attempt to deflect the attack with a shot from your Arcane Firearm. When you do so, make an attack roll. If it is higher than the roll used to make the attack, the attack misses.
Round of Many Targets 17th-level Artificer As a Bonus Action, load a Round of Many Targets to make your next attack. On a successful hit with a Round of Many Targets, make another attack roll against another target within 30 feet. If you hit, deal half damage. A Round of Many Targets may ricochet to up to three additional enemies.
Arcane Homing 17th-level Artificer   The number you must roll on the d20 to score a Critical Hit is reduced by 1. This effect can stack.
Fin Stabilization 17th-level Artificer   Treat any attack roll of less than 5 as though it were a 5.
Arcane Homing

The number you must roll on the d20 to score a Critical Hit is reduced by 1. This effect can stack.

Arcane Interception

If an enemy hits a target with a ranged weapon attack from more than 30 feet away, and both the enemy and the target are within the normal range of your weapon, you can use a Reaction to attempt to deflect the attack with a shot from your Arcane Firearm. When you do so, make an attack roll. If it is higher than the roll used to make the attack, the attack misses.

Armor-Piercing Round

As a Bonus Action, load an Armor-Piercing Round. Armor-Piercing Rounds ignore resistance to piercing damage, and immunity is treated as resistance.

Bipod

If you haven't moved this turn, add +2 to attack and damage rolls.

Elemental Round

As a Bonus Action, load an Elemental Round. Choose one of Fire, Cold, Acid, or Poison. Your next attack deals damage of that type.

Enchanted Optics

Attacking at Long Range does not impose disadvantage.

Explosive Round

As a Bonus Action, load an Explosive Round to make your next attack. On a successful hit with an Explosive Round, instead of your weapon's normal damage, deal 3d8 fire damage to everything in a 10-foot radius from the target.

Fin Stabilization

Treat any attack roll of less than 5 as though it were a 5.

Flash Round

As a Bonus Action, load a Flash Round to make your next attack. On a successful hit with a Flash Round, the creature is Blinded until the end of your next turn.

Heavy Hit

Once per turn on a successful hit, force an enemy to succeed on a Dexterity saving throw against your Spell Save DC or become Prone.

Improved Casings

On the first attack you make in a turn, deal additional damage equal to half your Artificer level, rounded down.

Kinetic Penetration

You may elect to deal Force or Piercing damage with each attack you make with this weapon.

Optical Scope

The range of this weapon increases by 120/360.

Rifled Barrel

Add +1 to attack and damage rolls with the rifle.

Round of Many Targets

As a Bonus Action, load a Round of Many Targets to make your next attack. On a successful hit with a Round of Many Targets, make another attack roll against another target within 30 feet. If you hit, deal half damage. A Round of Many Targets may ricochet to up to three additional enemies.

Superior Powder

Reroll 1s and 2s on damage rolls made with this weapon.

Suppressor

If you attack while hidden and the attack misses, you remain hidden.

Tracer Round

As a Bonus Action, load a Tracer Round to make your next attack. On a successful hit with a Tracer Round, the next attack roll against the creature hit has the advantage.

Trigger Guard

Add +1 to your AC while holding this weapon.

Under-Barrel Shotgun

Once per short/long rest, use an action to create an explosive blast that hits all creatures in a 30ft cone. Creatures within the cone must make a Dexterity saving throw against your Spell Save DC or take 8d6 fire damage on a failed save or half as much on a success.

Tools of the Trade

You gain proficiency with Woodcarver’s Tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. 

Clockwork Sniper Spells

Artificer Level Spell

3rd

Jump, Silent Image

5th

Blur, Invisibility, Misty Step, Spider Climb

9th

Major Image, Water Walk

13th

Dimension Door, Freedom of Movement, Greater Invisibility

17th

Tree Stride, Hold Monster

 

Extra Attack

When you take the Attack action, you may make two attacks.

Flasklock Pistol

You gain a specialized Flasklock Pistol, a magical firearm closely tied to your artificer magic. During a long rest, you may use smith's tools or tinkerer's tools to create a new Flasklock Pistol if yours is lost or destroyed. You can modify an existing one-handed firearm to become your Flasklock Pistol; if you do this, your Flasklock Pistol has the properties of the firearm it is based on rather than the ones described below. You gain the following benefits while wielding your Flasklock Pistol.

  • You can use your Flasklock Pistol as a spellcasting focus for Artificer spells.
  • The Flasklock Pistol is a ranged martial weapon. Regardless of whether you would be otherwise, you are proficient with it and may use its Weapon Mastery property.
  • The Flasklock Pistol uses your Intelligence or Dexterity modifier for attack and damage rolls, whichever is higher.

Flasklock Pistol:

A one-handed firearm that inflicts moderate damage on close targets:

  • Weight: 3lbs
  • Range (20/30)
  • Ammunition (Firearms), Reload, Vex
  • Damage: 2d8 piercing
  • The damage dealt by this weapon increases when you reach higher levels in this subclass: 3d8 at 10th level, and 4d8 at 15th level. This pistol also has the capacity to be loaded with special alchemical rounds to inflict special conditions on a target instead of the usual piercing damage.

Rifleman’s Charm

Your skill with a rifle fascinates others.  Gain proficiency in Persuasion and one skill of your choice and expertise in one skill of your choice. If you already have proficiency in Persuasion, choose two skills of your choice.

Exploit Weakness

You have become an expert at scoring devastating hits on an enemy's weak spots. The number you must roll on the d20 to score a Critical Hit is reduced by 1. This effect can stack.

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