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## Artificer Specialist: Arcane Marksman v2 #### Tools of the Trade *3rd level Arcane Marksman feature* You gain proficiency with martial ranged weapons. You also gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. #### Arcane Marksman Spells *3rd level Arcane Marksman feature* You always have certain spells prepared after you reach particular levels in this class, as shown in the Arcane Marksman Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. ##### Arcane Marksman Spells | Artificer Level | Spell | |:---:|:---:| | 3rd | ensnaring strike , hunter's mark | | 5th | silence, pass without trace | | 9th | lightning arrow, tiny hut | | 13th | dimension door, greater invisibility | | 17th | banishing smite, telepathic bond | #### Arcane Rifle *3rd level Arcane Marksman feature* Your tinkering has discovered how to utilize propulsion technology like never before. Using tinkerer's tools, with 1 hour of uninterrupted work, you can magically create an Arcane Rifle. This creation can coincide with a short or long rest. Although created by magic, the rifle itself is nonmagical. You determine the appearance of the rifle when you create it. It might appear as a firearm, or a crossbow, or a magical apparatus. Once you create a rifle, you cannot do so again until you finish a long rest, or expend a spell slot to create one. You can only have one rifle at a time, and your current rifle disappears if you create a new one. You can use the arcane rifle as a spellcasting focus for your artificer spells. The Arcane Rifle is a martial ranged weapon with a normal range of 300 feet and a long range of 900 feet, and it deals 2d6 piercing damage on hit. The weapon has the ammunition, loading, and two-handed properties. Attack and damage rolls made with this weapon can add the wielder's Intelligence modifier, instead of Dexterity. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target. Once on each of your turns, when you hit a creature with a ranged attack from your arcane rifle, you can deal an additional 1d6 piercing damage to that target. This damage increases based on your Artificer level, to 2d6 at level 5, 3d6 at level 9, and 4d6 at level 15. \columnbreak #### Modular Design *3rd level Arcane Marksman feature* You can customize your arcane rifle with attachments and modifications, to perfectly fit your needs. When you create the arcane rifle, you can choose 1 attachment from the list below to add to the rifle. Beginning at 9th level, you can choose 2 attachments instead of just 1. ___ - ***Bayonet.*** This weapon is also considered to be a simple melee weapon. When you make a melee attack with this weapon, it ignores the ammunition and loading properties, and deals 1d8 piercing damage on a hit. When you make attack and damage rolls with this weapon, you can add your Intelligence modifier, instead of Strength to the attack and damage rolls. If you make a melee attack against a creature using this weapon, that creature can’t make opportunity attacks against you for the rest of your turn - ***Bipod*** The prone condition does not impose disadvantage on attack rolls with this weapon. While prone, or whenever there is sufficient terrain to support this weapon’s bipod, if you have at least 15 feet of movement, you can reduce your movement speed to 0 until the start of your next turn, and if you do, you gain advantage on the next ranged attack you make with this weapon this turn. - ***Forward Ward*** While you are holding this weapon with two hands, you gain a +1 bonus to Armor Class - ***Incendiary Rounds*** Ranged attacks with this weapon deal an additional 1d4 fire damage. A flammable object hit by an attack from this weapon ignites if it isn't being worn or carried - ***Magnifying Scope*** You can add your Wisdom modifier to ranged attack rolls made with this weapon (with a minimum bonus of +1). You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest. In addition, you have advantage on Wisdom (perception) checks to view far off objects while looking through the scope. - ***Silencer*** When you make a ranged attack with this weapon while hidden from a creature, you can choose to have the attack not reveal your position. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest. #### Guerrilla Warfare *5th level Arcane Marksman feature* Your attacks with the Arcane Rifle score a critical hit on a roll of 19 or 20. In addition, when you take the attack action, you can use your Bonus Action to either make an attack with your Arcane Rifle, or take the Hide action. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest. \pagebreak #### Spell Launcher *9th level Arcane Marksman feature* You learn to use your Arcane Rifle as a deployment tool for long range magic. As a bonus action, you can choose an artificer spell that you have prepared with a casting time of 1 action, and a range other than self, and expend a spell slot of an appropriate level to cast that spell. When you do, you create a special piece of ammunition for your arcane rifle, which lasts for 1 hour, or until used. You can create this special ammunition a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. Once per turn, when you make an attack using your arcane rifle, you can use one of these special pieces of ammunition. In place of that attack, you can cast the spell that was chosen when that piece of ammunition was created without expending a spell slot. The spell is treated as being cast at the level of the spell slot expended to create the ammunition, and the range of that spell is treated as the normal range of the arcane rifle. #### Perfect Shot *15th level Arcane Marksman feature* Once, on your first turn in each combat, if you hit a creature with a ranged weapon attack, you can make that attack a critical hit. In addition, if you spend at least 1 minute observing a creature outside combat while you are hidden from that creature, you can mark it for 1 hour. This effect ends early when you hit the creature with an attack, are revealed to that creature, or mark another target. The first time you would make an attack roll against a creature marked by you with your Arcane Rifle, you can treat the d20 roll as a 20, and the target is no longer marked. If a mark ends on a creature, you must finish a long rest before you can mark the same creature again.