Base Class: Druid
The Circle of the Gunslinger is made up of madmen and criminals who found solace in nature. These druids, often discounted by other druids, rarely meet with others within their sacred circle and use Druidic as a psudo-thieves' cant in wilderness operations. With their wooden cased firearms and their airborne familiars, Druids of the Circle of the Gunslinger forgo the ability to transform into beast forms in order to focus their natural magic into enhancing their combative focus.
Druidic Firearm Proficiency
Starting when you choose this Circle at 2nd level, you gain proficiency with firearms with wooden cases, allowing you to add your proficiency bonus to attacks made with them. These are known as Druidic Firearms.
Additionally, you learn how to both make a regular firearm into a druidic firearm by replacing its case with a wooden case and how to craft bullets out of rocks. The process of replacing a gun case takes you an hour of uninterrupted work, a 1ft x 1ft cube of wood, and a small knife (used to make Druidic inscriptions). The process of making rock-bullets takes two hours of uninterrupted time near nature, which produces 20 bullets in the process. Alternatively, you can spend a short rest near nature to make 5 rock-bullets. Druidic Firearms can only fire Rock-bullets and the Rock-bullets can also serve as components for the Magic Stone spell.
Wild Focus
At 2nd level, you gain the ability to channel natural energy through your entire body, speeding your movements and heightening you senses. The Wild Focus feature uses the same limited use pool as the Wild Shape Druid feature, meaning you can use the Wild Shape or Wild Focus features twice and regain expended uses when you finish a short or long rest.
You can use a bonus action to begin channeling Wild Focus, which lasts for up 1 minute. Wild Focus ends early if you are incapacitated, if you don armor or a shield made of metal, if you use a non-druidic firearm weapon, or if you are unable to breathe. You can also stop Wild Focus as a bonus action.
While your Wild Focus is active, you gain the following benefits:
- Your druidic firearm attacks score a critical hit on a roll of 19-20.
- You can reload druidic firearms as a bonus action.
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with druidic firearms.
Primal Shots
At 3rd level, the natural energy enhancing your body during Wild Focus can also be used to enhance your bullets. When you gain this feature, you learn two Primal Shot options of your choice (see “Primal Shot Options” below).
Once per turn when you fire a bullet from a druidic firearm as part of the Attack action during Wild Focus, you can apply one of your Primal Shot options to that bullet. You decide to use the option when the bullet hits a creature, unless the option doesn’t involve an attack roll. You can use this ability a number of times equal to your proficiency modifier, and you regain all expended uses of it when you finish a short or long rest.
You gain an additional Primal Shot option of your choice when you reach 8th and 14th level in the class. Each option also improves when you become an 14th-level druid.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Druidic Gunslinger
Starting at 10th level, all of your druidic firearm attacks using rock-bullets count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the bullet immediately after it hits or misses its target.
Additionally, you gain both the Magic Stone cantrip if you don't already know it and the Find Familiar spell. You always have Find Familiar prepared, it doesn’t count against the number of spells you can prepare each day, and it counts as a druid spell for you.
Druidic Evasion
At 14th level, your enhanced agility from Wild Focus lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. While in Wild Focus, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can expend a spell slot of any level to use your reaction to instead take no damage if you succeed on the saving throw, and only half damage if you fail.
You can use this ability multiple times per Wild Focus, at the cost of an additional spell slot expended per use. For example, if you use Druidic Evasion after already using it once this Wild Focus, you instead expend 2 spell slots of any level.
Primal Shot Options
The Primal Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
If an option requires a saving throw, your Primal Shot save DC is the same as your Spell save DC.
Assisted Shot
You use the senses of your animal companions to assist your shot. If you have a conjured or charmed animal can sense the target, you gain advantage on the attack. Additionally, you can bypass effects that obscures your vision and ignore disadvantage based on the long range property to the target, if the same condition is met.
The target takes an additional 1d6 piercing damage when you reach 14th level in this class.
Bursting Shot
You infuse a shot with a volatile spikey seed, causing it to explode on impact. Immediately after the shot hits the creature, the target and all other creatures within 10 feet of it take 1d6 piercing damage each.
The piercing damage increases to 2d6 when you reach 14th level in this class.
Elemental Shot
You infuse a shot with elemental magic, causing chaos on the battlefield. These elements include: Air, Earth, Fire, and Water. Each element does an extra 1d6 damage and causes an additional effect based on the element:
Air: The target takes bonus slashing damage and must make a Strength Saving Throw. On a failure, they are pushed 10 ft in a chosen direction. On a success, they are instead pushed 5 ft backwards.
Earth: The target takes bonus bludgeoning damage and nonairborne targets must succeed on a Dexterity Saving Throw or have their speed reduced to 0 for 1 minute. The target can also use an action to attempt to dig themselves out of the ground with a successful Strength (Athletics) check against your Arcane Shot save DC.
Fire: The target takes bonus fire damage and must make a Dexterity Saving Throw or be set aflame for 1 minute, taking 1d6 fire damage at the start of its turn. The target can also use an action to extinguish the flame.
Water: The target takes bonus bludgeoning damage and must succeed on a Strength Saving Throw or be knocked prone.
The damage of each shot increases to 2d6 when you reach 14th level in this class.
Grasping Shot
You infuse a shot with a grasping bramble seed, causing it to sprout and wrap around the target. For one minute, the creature hit by the bullet has its speed is reduced by 10 feet and takes 1d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target, or any creature that can reach it, can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC.
The slashing damage increases to 2d6 when you reach 14th level in this class.
Penetrating Shot
You infuse a shot with a piercing bramble seed, causing it to sprout to penetrate cover and a target. If an enemy is hiding behind natural cover, like a tree, rock, or hill, you can ignore their cover as the natural barrier allows the bullet to pass through it. Additionally, the bullet sprouts a branch through the enemy it hits, causing an enemy 5 ft behind the target to take 1d6 piercing damage.
The primary and secondary targets both take an additional 1d6 damage when you reach 14th level in this class.
Succulent Shot
You infuse a shot with fresh food, causing an animal companion to pounce. One conjured or charmed animal within 5 ft of the target can use their reaction to use a single attack against the target.
The animal companion attack deals an extra 1d6 damage when you reach 14th level in this class.
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