Arcane Rifleman (5e Subclass)

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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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