Base Class: Artificer
As a Modular Marksman, you are driven by visions of a firearm unlike any the world has known. Part invention, part revelation, part burden, this weapon becomes your life’s work. You refine its pieces endlessly, swapping barrels, stocks, mechanisms, and firing modes with a craftsman’s devotion and a prophet’s urgency. Each configuration unlocks new potential, turning your creation into a tactical tool of unmatched precision.
Yet brilliance comes with a shadow. The weapon grows in complexity as you grow in power, and its presence stirs debate, awe, or fear wherever you go. You wrestle with the truth that your greatest innovation can also be a great danger, but if it must exist, then you are determined to wield it with intention, mastery, and restraint.
Level 3: Firearm Proficiency
You gain proficiency with firearms.
Level 3: Modular Marksman Spells
When you reach an Artificer level specified in the Modular Marksman Spells table, you thereafter always have the listed spells prepared.
| ARTIFICER LEVEL | PREPARED SPELLS |
|---|---|
| 3 | Hex, Hunter’s Mark |
| 5 | Misty Step, Pass without Trace |
| 9 | Blink, Haste |
| 13 | Fabricate, Freedom of Movement |
| 17 | Commune with Nature, Creation |
Level 3: Firearm Modules
You construct a modular firearm, allowing you to adapt your marksmanship to the situation at hand. There are three modules to your firearm: the Barrel, Cycle, and Stock. You can have one module from each category active at a time and can change them out during a short or long rest.
Barrel
Choose a barrel option between Long Barrel & Sight and Short Barrel & Bayonet.
Long Barrel & Sight
The range of your weapon is 150/600. You ignore penalties for shooting at long range and know the location of creatures in range even if they’re behind cover.
Short Barrel & Bayonet
The range of your weapon is 80/320. You ignore penalties for shooting at close range and have a dagger attached, which (while attached) deals 1d8 piercing or slashing damage (your choice each attack) on a hit rather than the normal damage for your cycle attachment.
Cycle
You have access to the following cycle options. Whenever you change your cycle or reload, roll a d20. On a 1, your firearm jams and must be fixed using an action.
Automatic Action
On a hit, the attack deals 4d4 damage. You can instead target up to four creatures that are all adjacent to each other, comparing your roll against each target’s armor class. Before rolling damage, you assign the 4d4 among the chosen targets in any combination. Each creature takes the damage from the dice assigned to it. After 4 uses, you must take a reaction to reload before using this attachment again.
Bolt Action
You have a +2 bonus to ranged attack rolls using your modular firearm with this attachment. On a hit, the attack deals 2d8 damage. After 5 uses, you must take a reaction to reload before using this attachment again.
Burst Action
This attachment ignores half cover and treats three quarters cover as half cover. On a hit, the attack deals 2d6 damage. After 6 uses, you must take a reaction to reload before using this attachment again.
Grenade Launcher
Instead of rolling an attack with this weapon, targets in a 10-foot radius within range must succeed on a dexterity saving throw equal to 8 + your proficiency bonus and dexterity modifier. Targets take 2d12 fire damage on a failure or half as much on a success. After 3 uses, you must take a reaction to reload before using this attachment again.
Scatter Shot
On a hit, the attack deals 2d10 damage. You can instead target up to two adjacent creatures, comparing your roll against each target’s armor class and dealing 1d10 damage each on a hit. After 4 uses, you must take a reaction to reload before using this attachment again.
Stock
Your stock attachment determines the extra damage you deal with your firearm thanks to added stability.
Full Stock
You add your proficiency bonus to the damage of your modular firearm attacks. You can also use this stock as a melee weapon, dealing 1d8 bludgeoning damage on a hit rather than the normal damage for your cycle attachment.
No Stock
Rather than gaining a bonus to the damage of your modular firearm attacks, you gain +1 to your armor class thanks to added maneuverability.
Tripod
You add your proficiency bonus to the damage of your ranged modular firearm attacks and can re-roll any 1’s you roll on your damage dice using this weapon (you must use the new roll). If you are prone, you do not have disadvantage on attack rolls while using this attachment. When you attack using this attachment, melee attacks rolled against you have advantage and you have disadvantage on dexterity saving throws until the start of your next turn.
Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 9: Module Improvements
You can swap one of your modules over the course of 10 minutes and can swap any number of modules during a short or long rest.
Level 15: Modularity Expert
You can swap any one of your modules when you roll initiative and as a bonus action on your turn.
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