Base Class: Fighter
Your gun is your wand, you have learned occult gunpowder magic. Gun in hand you preform magic like no other.
Gunmagic
Upon choosing this archetype at 3rd level, you gain proficiency with Firearms, Tinker’s Tools and the Arcana skill.
You may use Tinker's Tools to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion).
When reloading, you can make a skill check to learn about a foe or active spell effect.
Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Energy Shot
At 7th level, you gain the ability to infuse your weapon strikes with energy. Once on each of your turns when you hit a creature with a weapon attack using a firearm, you can cause the attack to deal an extra 1d8 acid, cold, fire, lightning or thunder damage to the target.
At 15th level you can use ability twice per turn. At 18th level you can use this ability thrice per turn.
Recall Ammunition
At 10th level when you make an weapon attack with a firearm and miss, you can use your reaction to recall the ammunition to your firearm, and immediately make another attack.
You can use this feature a number of times equal to your Proficiency Bonus. You regain expended uses when you finish a long rest.
Dispelling Shot
At 15th level, as an action you can shoot a foe, magical effect or an object and affect it as if casting Dispel Magic from a 4th level spell slot. Treat your Intelligence as your spellcasting ability.
You can use this feature twice. You regain expended uses when you finish a long rest.
Black Powder Teleport
Once per turn when you hit a foe within 120ft with a weapon attack using a firearm, you can teleport to an empty space within 10 feet of them.
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