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 |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
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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Posted Dec 5, 2025Cool though the idea is, they're getting extra attack along with cantrip damage scaling, at a d12 no less, with a ranged martial weapon. One of those features should be changed to be more balanced, otherwise we're talking 4d12+int or dex plus, potentially, another 3 from the two modifications, twice, or 4d12+16, at just 5th level as only an action. If that's not intended then wording should be adjusted.