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## Artificer Specialist At 3rd level, an artificer gains the artificer specialist feature. The following option is available to an artificer, in addition to those offered in unearthed arcana. ### Rifleist A Rifleist is an expert marksman that uses magic and engineering to gain the leg up on its adversaries. They concentrate on weapon infusions and are not afraid to do the dirty work themselves. #### Tools of the Trade Tools of the Trade By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools. **Proficiencies.** You gain proficiency with all ranged weapons, and smith’s tools, assuming you don’t already have them. You also gain those tools for free—the result of tinkering you’ve done as you’ve prepared for this specialization. In addition, You gain the ability to use magical ranged weapons as spellcasting focuses for your artificer spells and you ignore the loading quality in all weapons. **Crafting.** If you craft a magic item in the ammunition or ranged weapon category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold. #### Rifleist Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Rifleist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. **Rifleist Spells** | Artificer level | Spell | |:---:|:-----------:| | 3rd | *magic missile, ensnaring strike* | | 5th | *misty step, cordon of arrows* | | 9th | *conjure barrage, lightning arrow* | | 13th | *greater invisibility, storm sphere* | | 17th | *conjure volley, swift quiver* | #### Thunder Cannon At 3rd level, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This firearm is called a Thunder Cannon. It is a ferocious weapon that fires leaden bullets that can punch through armor with ease. You are proficient with the Thunder Cannon. The firearm is a two-handed ranged weapon that deals 2d6 piercing damage. Its normal range is 150 feet, and its maximum range if 500 feet. If you lose your Thunder Cannon, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials. \columnbreak #### Arcane Magazine At 3rd level, you craft a leather bag used to carry your tools and ammunition for your Thunder Cannon. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning. You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds. If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials. This feature is not effected by your Tools of the Trade feature. #### Thunder Monger At 3rd level, you learn to channel thunder energy into your Thunder Cannon. When you hit a creature with a ranged weapon Attack, the creature takes an extra 1d6 thunder damage. You can deal this extra damage only once per turn. This damage increases to 2d6 once you 14th level in this class. #### Effortless Infusion By 6th level, your familiarity with your Thunder Cannon allows you to infuse it without effort. Whenever you infuse your Thunder Cannon using your infuse item class feature, you may choose to infuse another weapon with the same infusion. Infusing your Thunder Cannon this way does not count to your infused item maximum. #### Echoing Boom Beginning at 14th level, you can overchannel thunder into your weapon causing devastating attack. Whenever you hit a creature using your Thunder Monger class feature you can send a shockwave towards them. The Creature must make a strength saving throw versus your spell save DC or be pushed back 30 feet taking 1d8 thunder damage for every 10 feet they travel. If they hit a wall or another creature, this damage is doubled. On a successful save, the creature is not pushed and only takes 1d8 thunder damage. Once you use this feature, you must finish a long rest before you can use it again. > ##### Gun Casting -Flavoring the Rifleist > With the ability to use your Thunder monger or any magical ranged weapon as a spellcasting focus you could flavor your spells and infusions as attachments or special ammunitions. For example, gem of seeing could be mounted as a scope for your rifle, or magic missile as heat seeking ammo. > \pagebreak ### Rifleist -Alternate A Rifleist is an expert marksman that uses magic and engineering to gain the leg up on its adversaries. They concentrate on weapon infusions and are not afraid to do the dirty work themselves. #### Tools of the Trade Tools of the Trade By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools. **Proficiencies.** You gain proficiency with all ranged weapons, and smith’s tools, assuming you don’t already have them. You also gain those tools for free—the result of tinkering you’ve done as you’ve prepared for this specialization. In addition, You gain the ability to use magical ranged weapons as spellcasting focuses for your artificer spells. **Crafting.** If you craft a magic item in the ammunition or ranged weapon category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold. #### Rifleist Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Rifleist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. **Rifleist Spells** | Artificer level | Spell | |:---:|:-----------:| | 3rd | *magic missile, thunderwave* | | 5th | *misty step, cordon of arrows* | | 9th | *conjure barrage, slow* | | 13th | *greater invisibility, elemental bane* | | 17th | *conjure volley, hold monster* | #### Thunder Cannon At 3rd level, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This firearm is called a Thunder Cannon. It is a ferocious weapon that fires leaden bullets that can punch through armor with ease. You are proficient with the Thunder Cannon. The firearm is a two-handed ranged weapon that deals 2d6 piercing damage. Its normal range is 150 feet, and its maximum range if 500 feet. Once fired, it must be reloaded as a bonus action. If you lose your Thunder Cannon, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials. \columnbreak #### Arcane Magazine At 3rd level, you craft a leather bag used to carry your tools and ammunition for your Thunder Cannon. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning. You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds. If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials. This feature is not effected by your Tools of the Trade feature. #### Thunder Monger At 3rd level, you learn to channel thunder energy into your Thunder Cannon. As an action, you can make a special attack with your Thunder Cannon that deals an extra 1d6 thunder damage on a hit. This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6). #### Effortless Infusion By 6th level, your familiarity with your Thunder Cannon allows you to infuse it without effort. Whenever you infuse your Thunder Cannon using your infuse item class feature, you may choose to infuse another weapon with the same infusion. Infusing your Thunder Cannon this way does not count to your infused item maximum. #### Overload Beginning at 14th level, you can overload your Thunder Cannon with even more energy causing the next attack to hit at blinding speed and penetrate all armor. During your next attack, treat the target’s AC as 10 against this attack, regardless of the target’s actual AC. All damage dealt this way is considered to be thunder damage. Once you use this feature, you must finish a long rest before you can use it again