Arcane Rifleman (5e Subclass)
Arcane Rifleman[edit]
Artificer Subclass
Artificers are known for their ingenuity and adaptability, but some take their craft in a bold and innovative direction. Arcane Riflemen are artificers who see traditional spellcasting tools—staffs, wands, and rods—as relics of the past. With a vision of precision and power, they forge a new path, channeling their arcane energy into the form of a Spell-Rifle.
This revolutionary weapon combines arcane craftsmanship with the destructive potential of firearms, allowing the wielder to project spells and attacks with devastating accuracy. An Arcane Rifleman is not just a combatant—they are an alchemist of destruction, an engineer of the arcane, and a visionary in magical warfare. As they develop their expertise, their Spell-Rifle becomes a versatile tool, capable of adapting to any situation through ingenious upgrades and enhancements.
Arcane Riflemen embody the spirit of invention, seamlessly merging magic and technology to create something truly extraordinary.
- Spell-Rifle
At 3rd level, you gain proficiency in firearms and craft a groundbreaking spellcasting focus known as the "Spell-Rifle." This device, born from your ingenuity and mastery of arcane engineering, channels raw magic with unparalleled precision. You can create the Spell-Rifle over the course of a long rest, provided you have at least two arcane foci to incorporate into its design. When crafting the Spell-Rifle, you must choose a damage type—Fire, Lightning, or Force—representing the core energy it harnesses. This damage type can be recalibrated during a long rest to suit your needs. Due to its unique construction, the Spell-Rifle can only be wielded by you or another Arcane Rifleman, ensuring its secrets remain in the hands of those who understand its intricacies.
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
Also at 3rd level, you gain the ability to merge one firearm, staff, or wand into your Spell-Rifle over the course of a short rest, allowing it to inherit the item's abilities. Additionally, you gain access to upgrades for your rifle. You may select a number of upgrades equal to your Intelligence modifier (minimum of 1) and swap out two upgrades during each long rest:
- Arcane Sight-Lens: Gain a +2 bonus 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: The rifle deals Thunder damage and counts as a Siege weapon when Thunder damage is equipped.
- Rotating Spell-Core: Change the rifle’s damage type as an action.
- Blade Trap: Attach a dagger to the rifle, allowing a dagger attack as a bonus action.
- Hyper Charge: Remove the Loading property from the rifle.
- Laser Lens: Increase the rifle’s range by 50% (120/480 feet).
- Arcane Holster: Teleport the rifle to your hand as a bonus action.
- Merged Arcanum: Merge the rifle with a magical wand, staff, or spellbook over the course of a short or long rest.
- Stasis Charge: Use a reaction to freeze an enemy within 5 feet for the remainder of the round (1 charge per short or long rest).
- Stinger Core: Rifle deals Acid damage with advantage against Constructs.
- Blessed Chassis: Rifle deals Radiant damage with advantage on attack rolls against Undead when Radiant damage is equipped.
- Rotted Core: Rifle deals Necrotic damage and doubles damage against plants.
- Telekinetic Pull: Pull a target hit within the rifle’s range closer by a number of feet equal to 5 × your Intelligence modifier.
- Stasis Shot: Halve a target’s 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, your mastery of arcane energy enhances your Spell-Rifle:
- The rifle’s damage die increases to 1d10. - You can cast *Healing Word* using the rifle’s range. - You may transfer one of your own spell slots (3rd level or lower) to an allied spellcaster within the rifle's minimum range.
- Grand Attunement
At 15th level, your Spell-Rifle becomes a masterpiece of arcane engineering:
- Your maximum number of upgrades doubles your Intelligence modifier. - You may use your Intelligence modifier in place of Dexterity for the rifle’s attack and damage rolls. - You may ignore resistance to the rifle’s damage types.
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