Spiritbound Marksman

"A spiritual engineer tapping into lingering energies of forgotten gods, ancestors, and haunted lands."

Class Overview

Hit Points

Hit Dice: 1d8 per Spiritbound Marksman level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Spiritbound Marksman level after 1st

Proficiencies

Armor: Light armor, medium armor, shields

Weapons: Simple weapons, firearms (Spiritfire Gun and similar custom weapons)

Tools: Gunsmith’s tools, thieves’ tools, one type of artisan’s tools of your choice

Saving Throws: Constitution, Wisdom

Skills: Choose two from Arcana, History, Insight, Investigation, Nature, Perception, Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • A Spiritfire Gun (your signature weapon, chosen at 1st level)
  • Any one simple weapon
  • A light crossbow and 20 bolts
  • (a) Studded leather armor or (b) Scale mail
  • Gunsmith’s tools and a dungeoneer’s pack

Alternatively, you may start with 5d4 × 10 gp and purchase your own gear.

Class Features

LevelProf. BonusFeaturesCantrips1st2nd3rd4th5th
1+2Spellcasting, Spiritfire Gun, Tools of the Trade22
2+2Lesser Echo Marks22
3+2Spirit Path (subclass), Spiritfire Gun Style23
4+2Ability Score Improvement23
5+3242
6+3Subclass Feature242
7+3Harmonized Echo243
8+3Greater Echo Marks, Ability Score Improvement243
9+4Echo-Forged Arsenal (Second Gun Style)2432
10+4Spiritual Circuitry3432
11+4Spiritfire Gun (3 shots)3433
12+4Ability Score Improvement3433
13+5Echoforge Imprint34331
14+5Echo-Forged Arsenal Upgrade (Third Gun Style)44331
15+544332
16+5Ability Score Improvement44332
17+6Spiritfire Gun (4 shots)443331
18+6Avatar of the Forgotten443331
19+6Ability Score Improvement443332
20+6Echoforged Apex443332

Spellcasting (1st Level)

You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.

Cantrips (0-Level Spells)

At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.

When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

Preparing and Casting Spells

The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Wisdom modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Wisdom whenever an artificer spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spiritfire Gun (1st Level)

A handcrafted, spirit-imbued firearm that channels spiritual energy from echoes of the past as a ranged cantrip. When you use this feature, make a spell attack roll using your spell attack modifier.

Tools of the Trade (1st Level)

Gain proficiency in:

You may use these to craft Spiritfire Gun parts, ammo, and ritual components.

Echo Marks

Through your connection to the echoes of the forgotten and the craftsmanship of your soul-bound weapon, you learn to shape your Spiritfire Gun’s energy in potent ways.

Starting at 2nd level, you gain access to a pool of special effects called Echo Marks. These are spiritual “upgrades” that you channel into your Spiritfire Gun at the moment you fire it.

Lesser Echo Marks (Level 2+)

NameEffect
Agonizing EchoAdd your Wisdom modifier to each Spiritfire Gun shot.
Binding ShotOn hit, reduce the target's movement by 10 feet until your next turn.
Grasping ShotOn hit, target must make a Strength save or be pulled 10 feet toward you.

Greater Echo Marks (8th Level)

NameTypeEffect
Warding EmberDefenseOn hit, gain +2 AC until the start of your next turn.
Spiritbrand ShotUtilityTrack the hit target within 1 mile. Gain advantage on tracking checks.
Recoil StepMobilityAfter firing, move 10 feet without provoking opportunity attacks.

Spirit Paths (3rd Level)

Path of the Deadeye — Six-Shooter (Medium Range)

  • Range: 60/120 ft
  • Style: Tactical, precise
  • Special Echo Mark: Death's Brand - On hit, mark the target. If anyone hits it before your next turn, they deal +1d6 necrotic damage. The mark is then consumed. You may only mark one target per turn.

Path of the Silent Veil — Spirit Rifle (Long Range)

  • Range: 120/300 ft
  • Style: Stealth, assassination
  • Special Echo Mark: Silent Requiem - Spiritfire shots make no sound or flash, and attacking from stealth does not reveal your position. You may attempt to stay hidden.

Path of the Bayou Blight — Scattergun (Short Range)

  • Range: 30/90 ft
  • Style: Close-range AoE, brutal force
  • Special Echo Mark: Shatterpulse Round - On hit, all creatures within 5 ft of the target must make a Dexterity saving throw or take 1d6 force damage.
  • Firing Mechanic: When using your Spiritfire Gun in Scattergun form, you may only target one creature per attack, regardless of how many shots you are able to fire.

Path Deepens (6th Level)

Deadeye: Mark of the Last Breath

  • Death's Brand now lasts until the end of your next turn.
  • If you trigger the mark, deal 2d6 necrotic damage instead.
  • You may mark a second creature once per long rest.

Silent Veil: Whisper in the Fog

  • Add your Wisdom modifier to Stealth checks while hidden.
  • Creatures have disadvantage on Perception to detect you after attacking from 60+ feet away.
  • Once per short rest, cast invisibility on yourself (no components).

Bayou Blight: Swampburst Shards

  • When you hit a creature within 10 feet, it must make a Constitution save (DC = 8 + Proficiency + Wisdom).
  • On a fail, it gains vulnerability to force damage until the end of your next turn.
  • Usable once per turn, only once per creature per turn.

Harmonized Echo (7th Level)

You can spiritually enhance non-magical objects for 1 hour via a 10-minute ritual. Choose one of the following effects:

You can maintain a number of these equal to your Wisdom modifier (minimum 1). No cost, but only a limited number can be active.

Echo-Forged Arsenal (9th & 14th Level)

Forge additional Spiritfire weapons — each tied to a different Spirit Path.

You may attune to one weapon at a time. Switch attunement during a short or long rest. Only your attuned gun grants subclass features and its Echo Mark.

Spiritual Circuitry (10th Level)

At 10th level, your mastery over spiritual harmonics allows you to integrate a Lesser Echo Mark permanently into your Spiritfire Gun.

Echoforge Imprint (13th Level)

Once per long rest (twice at level 17), you may bind a spiritual effect into an object or area using a 1-hour ritual:

Only one imprint can be active at a time. Creating a new one ends the previous.

Path Deepens (14th Level)

Deadeye: Bullet Beyond Death

  • When a creature marked by Death's Brand dies, you may immediately mark another creature within 60 feet.
  • Once per long rest, if you miss with a Spiritfire shot, you may reroll it with advantage.

Silent Veil: Fade into the Mists

  • As a reaction when a creature ends its turn within 15 feet of you, teleport up to 30 feet.
  • After teleporting, you are heavily obscured until your next turn.
  • Use this a number of times per long rest equal to your Wisdom modifier (min. 1).

Bayou Blight: Spiritual Backblast

  • When you activate Shatterpulse Round, you may choose one of the following effects after resolving the attack:
    • Push all creatures affected by the Shatterpulse effect (those within 5 feet of your target) 10 feet away from the center of the blast, or
    • Gain 10 temporary hit points, and you may move 10 feet in any direction without provoking opportunity attacks.
  • Usable a number of times equal to your Wisdom modifier per long rest.

Avatar of the Forgotten (18th Level)

Once per long rest, you may enter Spiritform for 1 minute:

Echoforged Apex (20th Level)

The spirits no longer whisper — they speak through you.