At 3rd level, an artificer gains the Artificer Specialist feature. The following options are available to an artificer: Arcane Marksman and Elementalist.
The following Artificer Specialist makes use of firearms and follows the rules for them in chapter 9 of the Dungeon Master's Guide. In addition, the firearms in this section also make use of the following rule for ammunition.
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, over the course of a long rest, you can craft yourself a batch of ammunition at half the cost using tinker’s tools. You need 4 pounds of material to craft one batch of ammunition. Each firearm uses its own unique ammunition, which is generally sold or crafted in specific batch sizes. The batch size and the price of one batch of ammunition for the firearms in the following subclass are listed in the table below.
| Firearm | Batch Size | Cost |
| Repeater | 10 | 4 gp |
| Bolt-Action | 8 | 6gp |
| High Caliber | 6 | 10gp |
An Arcane Marksman is a tinkering expert who has combined their prowess with their weapon of choice. Taking up aim on the battlefield, Arcane Marksmans have a rifle for every situation.
| Artificer Level | Feature |
| 3rd | Tool Proficiency, Arcane Marksman Spells, Arcane Rifle, Rifle Form |
| 5th | Rifle Upgrades |
| 9th | Trained Marksman |
| 15th | Empowered Rifling |
3rd-level Arcane Marksman Feature
You gain proficiency with tinker's tools. If you already have
this proficiency, you gain proficiency with one other type of
artisan's tools of your choice.
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.
| Artificer Level | Spells |
| 3rd | catapult, zephyr strike |
| 5th | find traps, pass without trace |
| 9th | lightning arrow, slow |
| 13th | arcane eye, freedom of movement |
| 17th | conjure volley, creation |
3rd-level Arcane Marksman feature
Your skills with tinkering have led you to develop a
specialized firearm. You can turn any nonmagical firearm
into an Arcane Rifle over the course of a long rest using
tinker's tools. If you do not have a nonmagical firearm to
tinker with, you can spend two days and 50 gp to build your
Arcane Rifle (you can ignore the gold cost by spending an
additional 5 days building the firearm).
An arcane rifle has the following properties:
3rd-level Arcane Marksman Feature
You can further develop your Arcane Rifle into certain forms.
When you do so, choose one of the following rifle forms:
Repeater, Bolt-Action or High Caliber. Each form has its own
special features.
You can change the rifle's form whenever you finish a long
rest, provided you have tinker's tools.
Repeater. Your form of rifle excels at quickly laying fire
down range. This form has a normal range of 80 feet and a
long range of 300 feet and it deals 2d4 piercing damage on a
hit. The repeater form has the reload property and must be
reloaded after 10 shots.