Artificer: Arcane Shooter
These artificers are experts in the making and handling of magic firearms and projectiles. they can channel their magic through a magically empowered firearm, the same way a mage or a sorcerer uses a staff or wand to cast their spells. Shooting concentrated spells and adapting firearms to optimize their destructive effects, an arcane shooter is a force of destructions wherever they are in the battlefield.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with tinkerer tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Arcane Shooter Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Arcane Shooter Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Arcane Shooter
| Artificer Level | Arcane Shooter Spells |
|---|---|
| 3rd | Ice Knife, Magic Missile |
| 5th | Knock, Scorching Ray |
| 9th | Fireball, Lightning Bolt |
| 13th | Ice Storm, Vitriolic Sphere |
| 17th | Cone of Cold, Synaptic Static |
Magic Powder
Also at 3rd level, you learn how to upgrade your firearm. Using your tinkerer tools, you can create an arcane upgrade that can fire spells and put it in a firearm that you have. Once you create an extension, you can only create another after a long rest. You can only have one extension at a time and cannot create another while the first one is in use.
The upgraded firearm can be used as an arcane focus by you and you can use it to cast spells that gain benefits according to the arcane upgrade you created. To gain the benefits, the spell must be from the Conjuration, Evocation or Transmutation schools and have a range greater than 5ft. As a bonus action, you can charge a spell and gain the upgrade's effect. You can use this feat a number of times equal to your Proficiency per long rest.
When you create the upgrade, you can determine its appearance and properties according to the options in the Arcane Upgrades table. You also gain the Rapid Fire, Spread Shot, and Far Shot tricks, depending on the upgrade type.
Arcane Upgrades
| Model | Effect |
|---|---|
| Automatic | When you cast a spell that calls for a ranged spell attack or a save, you can use your reaction to make a ranged spell attack that deals 1d10 + PB points of Force damage on a hit. |
| Spreader | When you cast a spell that has an area of effect, creatures within the area of effect have disadvantage on the spell save. |
| Sniper | The range of spells that call for a ranged spell attack or a save is doubled. If a spell has a touch range, its range becomes 30ft. |
Arcane Bullets
Starting at 5th level, you learn to condense spells into magic projectiles. You have a pool of bullet points equal to your Proficiency Bonus that you can use to create arcane bullets per long rest. The spells must be from the Arcane Gunner spell list and you can spend an amount of points from your pool equal to the spell level to create a magic bullet containing the spell. The spell cannot be prepared at a higher level.
As a bonus action, you can load your upgraded firearm with one of the bullets and cast the prepared spell without spending a spell slot.
Vacuum Shot
Starting at 9th level, you can use the residual energy vacuum left from an arcane bullet and store an unstable, anti-magic charge. As a reaction, if you used the Arcane Bullets feat in your previous turn, you can cast the Counterspell spell at 3rd level without expending a spell slot.
Improved Arcane Upgrades
Starting at 15th level, the upgrades you create are refined and more powerful. Your arcane upgrade gains benefits according to the model.
Improved Arcane Upgrades
| Model | Benefits |
|---|---|
| Automatic | Your reaction shot's damage increases to 2d10 + PB points of Force damage. |
| Spreader | Creatures adjacent to the range of the area of effect of a spell you cast are affected by the spell and can make the spell save without disadvantage to take half of the spell damage on a fail or none if succeeded. |
| Sniper | You can add your PB to a ranged spell attack roll or to your spell DC, according to what the spell calls for. |
Magic Powder Cantrips
When you gain the Magic Powder feat, you gain one of the following cantrips, acorrding to the Arcane Upgrade you have.
Rapid Fire
Evocation Cantrip
Pre-requisite: Automatic Upgrade
- Casting Time: 1 action
- Range: 30ft
- Components: V, S
- Duration: Instantaneous
You fire three small condensed energy projectiles in rapid succession at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels. You can fire more projectiles at the same time. This spell's damage increases by 1d10 when you reach 5th (2d10), 11th (3d10), and 17th level (4d10).
Spread Shot
Evocation Cantrip
Pre-requisite: Spreader Upgrade
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Instantaneous
You release an energy wave into a 10-feet cone. Creatures within the range must succeed in a DEX save or take 1d8 points of Force damage.
At higher levels. This spell's damage increases by 1d6 when you reach 5th (2d8), 11th (3d8), and 17th level (4d8).
Long Shot
Evocation Cantrip
Pre-requisite: Sniper Upgrade
- Casting Time: 1 action
- Range: 60ft
- Components: V, S
- Duration: Instantaneous
You fire a piercing energy projectile at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 points of Force damage and 1d4 points of piercing damage.
At higher levels. This spell's damage increases by 1d4 for each damage type when you reach 5th (2d4), 11th (3d4), and 17th level (4d4).