Arcane Rifleman (5e Subclass)
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Arcane Rifleman[edit]
Artificer Subclass
Sometimes a tinkerer of Arcane items decides they require better protection or want to hit back harder. They gain visions of staffs and wands but none could compare to the vision of a device that would focus the Arcane energy similar to a staff but with stronger and more precise damage.
- Spell-Rifle
When adopting this specialisation at 3rd level, you gain proficiency in firearms and achieve the vision of your new spellcasting focus, the "Spell-Rifle" which you can craft over the course of a Long Rest providing you have at least 2 items that class as Arcane foci, please select a damage type when acquiring this rifle, the damage type can be changed during a long rest (The Spell-Rifle can only be wielded by other Arcane Riflemen).
Spell-Rifle
- Ranged Weapon (Firearm, rifle)
- Damage: 1d8
- Damage Type: Fire/Lightning/Force
- Properties: Range, Two-Handed, Loading (Bonus Action)
- Range: 80/320
- Rifle Knowledge
When reaching 3rd level you gain the ability to merge one firearm, staff or wand into your Spell-Rifle over the course of a short rest, taking on the same abilities as they item whilst also gaining a keen sense on how to upgrade your rifle to better adjust to your desires, please select a number of upgrades equal to your Intelligence modifier (minimum of 1) and 2 upgrades can be swapped out during each long rest:
- -Arcane Sight-Lens: +2 To one attack roll per round.
- -Twin Focus: Add an additional die to the rifle's damage.
- -Tri-Focus (Requires Twin Focus): Add yet another die to the rifle's damage.
- -Shatter Core: Rifle can now deal Thunder damage and counts as a Siege weapon when Thunder damage is equipped.
- -Rotating Spell-Core: Damage type can now be changed with an action.
- -Blade Trap: Attach a dagger to the end of your rifle and deal a dagger attack as a bonus action.
- -Hyper Charge: Remove Loading property from rifle.
- -Laser Lens: Double the Rifle's range.
- -Arcane Holster: Rifle can be teleported back to its holster as a bonus action.
- -Merged Arcanum: Weapon can now merge with one wand, staff, spellbook or other magical firearm over the course of a short or long rest.
- -Stasis Charge: When an enemy comes within 5ft of you you can use your reaction to freeze that enemy for the remainder of the round (only one charge per short or long rest).
- -Stinger Core: Can now deal Acid damage which will have advantage against Constructs.
- -Blessed Chassis: Can now deal Radiant damage with advantage to attack rolls against undead when Radiant is equipped.
- -Rotted Core: Can now deal Necrotic damage which deals double damage to plants.
- -Telekinetic Pull: Rifle can now make a ranged attack on a person or item within its minimum range and pull that target Int Modifier x 5ft closer.
- -Stasis Shot: Target can now force a target to lose half their speed when hit with an attack from the rifle.
- Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
- Greater Arcane Rifling
At 9th level, you've learn stronger ways to channel arcane energy through your rifle to harm or heal as your rifle's damage die is now a D10 whilst also now identifying friend from foe, allowing you to cast "Healing Word" using the rifle's range. You may also now use your Spell-Rifle to transfer one of your own Spell Slots of level 3 or lower to an ally spellcaster within minimum range.
- Grand Attunement
At 15th level your Spell-Rifle has become so finely attuned to your magics that your number of maximum upgrades is now double your Intelligence modifier and the rifle's Attack and Damage now use your Intelligence in place of Dexterity.
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