Base Class: Fighter
Gunslingers that are part of an elite guild in the city of Ebberon are allowed access to a unique set of firearms that very few are allowed to use. These firearms are equipped with enchanted barrels that allow different attacks that deal different types of magical damages and effects. While being risky to use due to magical misfires, these are very potent weapons and even more potent wielders.
Firearm Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
Adept Marksman
When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.
Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.
You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.
Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
Arcane Tinkerer
You gain this at 3rd level. In creating and maintaining your firearms, you gain proficiency in the Arcana skill and tinkerers tools, and in order to use them, you learn how to use firearms. Should a magical mishap occur, you need to roll an arcana check to understand the exact nature of the issue, and then a tinkerers tools check to fix it. Mechanically, whenever a magical mishap occurs, a DC of 30 is set for fixing the weapon. The arcana check reduces the DC by the amount of the check, which then aids the tinkerers tools check to fix the weapon.
Arcane Barrel
You gain this at 3rd level.
The arcane barrel is what makes each user of arcane firearms unique. Each barrels are typically uniform in design, allowing them to be taken from old firearms and placed into new and perhaps more powerful ones. They represent their makers understanding of their weapons and techniques as well as being a source of pride for them. Before firing a firearm, a barrel has to be “loaded”. Loading takes a bonus action. When a barrel is loaded, the firearm deals damage based on the barrel and has a special effect associated with each barrel. You can only use the special effects of each barrel 1 per long rest. Each special effect requires 3 shots worth of dragonshard powder.
When selecting this class, you gain 2 barrel options and you then gain 1 additional option at 7th, 10th and 15th level.
Radiant Barrel: When loaded the firearm deals 1d10 radiant damage. Special Effect: You can use your action to fire a targeted burst of light to blind targets. You choose a point within 100ft, anything within 10ft of that target makes a constitution saving throw. On a fail they are blinded and take 3d10 radiant damage, on a success they take half damage and are not blinded.
Flame Barrel: When loaded the firearm deals 1d10 fire damage. Special Effect: You can use an action to fire a fireball spell at a point within range.
Frost Barrel: When loaded the firearm deals 1d10 cold damage. Special Effect: You can use an action to coat an area in ice. Choose a 10 feet cube within in 50ft, that area becomes difficult terrain for 1 minute as it is coated with ice, and anyone standing in the area takes 3d10 cold damage when used.
Lightning Barrel: When loaded the firearm deals 1d10 lightning damage. Special Effect: You can use an action to use the lightning bolt spell as per the spell.
Shadow Barrel: When loaded the firearm deals 1d10 necrotic damage. Special Effect: You can use an action to fire a Shadow shot at a target. If the shot hits, the target must make a strength saving throw. On a failure the target takes 3d10 necrotic damage and is grappled by their own shadow. At the end on their turns they may make a saving throw to escape the shadow. On a success they take half damage and aren’t grappled.
Force Barrel: When loaded the firearm deals 1d10 force damage. Special Effect: You can use an action to fire a small wall of force. The wall is 5ft high and 5ft wide, and can act as cover or as a blockage say, filling up a door. The wall only lasts for 5 minutes or until the barrel is switched out.
Magic From Mayhem
At 7th level, when a magical mishap occurs, you can choose channel the explosive burst of magical energy into a shot. You make at attack with disadvantage against a target, and it counts as a critical on a hit. You then suffer the effects of a Magical Mishap and your Arcane Barrel is badly damaged and needs to be fixed as per the Arcane Tinkerer feature.
Arcane Barrels
You gain this at 3rd level.
The arcane barrel is what makes each user of arcane firearms unique. Each barrels are typically uniform in design, allowing them to be taken from old firearms and placed into new and perhaps more powerful ones. They represent their makers understanding of their weapons and techniques as well as being a source of pride for them. Before firing a firearm, a barrel has to be “loaded”. Loading takes a bonus action. When a barrel is loaded, the firearm deals damage based on the barrel and has a special effect associated with each barrel. You can only use the special effects of each barrel 1 per long rest. Each special effect requires 3 shots worth of dragonshard powder.
When selecting this class, you gain 2 barrel options and you then gain 1 additional option at 7th, 10th and 15th level.
Radiant Barrel: When loaded the firearm deals 1d10 radiant damage. Special Effect: You can use your action to fire a targeted burst of light to blind targets. You choose a point within 100ft, anything within 10ft of that target makes a constitution saving throw. On a fail they are blinded and take 3d10 radiant damage, on a success they take half damage and are not blinded.
Flame Barrel: When loaded the firearm deals 1d10 fire damage. Special Effect: You can use an action to fire a fireball spell at a point within range.
Frost Barrel: When loaded the firearm deals 1d10 cold damage. Special Effect: You can use an action to coat an area in ice. Choose a 10 feet cube within in 50ft, that area becomes difficult terrain for 1 minute as it is coated with ice, and anyone standing in the area takes 3d10 cold damage when used.
Lightning Barrel: When loaded the firearm deals 1d10 lightning damage. Special Effect: You can use an action to use the lightning bolt spell as per the spell.
Shadow Barrel: When loaded the firearm deals 1d10 necrotic damage. Special Effect: You can use an action to fire a Shadow shot at a target. If the shot hits, the target must make a strength saving throw. On a failure the target takes 3d10 necrotic damage and is grappled by their own shadow. At the end on their turns they may make a saving throw to escape the shadow. On a success they take half damage and aren’t grappled.
Force Barrel: When loaded the firearm deals 1d10 force damage. Special Effect: You can use an action to fire a small wall of force. The wall is 5ft high and 5ft wide, and can act as cover or as a blockage say, filling up a door. The wall only lasts for 5 minutes or until the barrel is switched out.
Arcane Firearms
|
Weapon |
Weight |
Reignite |
Creation cost |
Range |
|
Pistol |
4lb |
6 |
200Gp |
30/90 |
|
Rifle |
9lb |
2 |
300gp |
100/300 |
|
Musket |
11lb |
4 |
250gp |
40/120 |
Re-Ignite: As opposed to guns in our world, Arcane firearms use dragonshard powder to utilise their powers. Each firearm has a set number of shots before needing to be re-ignited with more dragonshard powder.
Magical Mishap: When a natural 1 is rolled when firing an Arcane firearm, a magical mishap occurs. When this happens, roll on the Sorceror wild magic table to see what occurs, and roll a flat d20 to see the state of the firearm. On a 10 or higher, the weapon merely needs a tinker, and can be fixed with a bonus action. On a 9 or lower, the weapon is damaged and needs to be fixed as described in the Arcane Tinkerer feature.
Shot DC: Whenever an arcane shot feature requires a save the dc is 8+ Proficiency bonus+ int mod.
Quickdraw
When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
Rapid Repair
Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.
Lightning Reload
Starting at 15th level, you can reload any firearm as a bonus action.
Vicious Intent
At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.
Magic from Mayhem
At 7th level, when a magical mishap occurs, you can choose channel the explosive burst of magical energy into a shot. You make at attack with disadvantage against a target, and it counts as a critical on a hit. You then suffer the effects of a Magical Mishap and your Arcane Barrel is badly damaged and needs to be fixed as per the Arcane Tinkerer feature.
Hemorrhaging Critical
Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.
Trick Shots
These trick shots are presented in alphabetical order.
Bullying Shot
You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.
Dazing Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
Deadeye Shot
When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.
Disarming Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
Forceful Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.
Piercing Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.
Violent Shot
When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.
Winging Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
Spin the Barrel
At 10th level, you gain the option to Spin the Barrel as an action. Once per short rest, you can target up to a number of enemies equal to the amount to Arcane Barrels you have functioning , and make a number of shots equal to the number of Arcane Barrels you have functioning. You can spread the shots across as you like, for example making 1 shot each at 2 people and make 2 shots at a single person. After using this feature you suffer a Magical Mishap.
Superior Barrel
At 15th level, if you finish a short rest and have only 1 or less special effects from your barrels you regenerate 1 barrel's special effect.
Dragon Barrels
At 18th level, your mastery of your craft reaches its pinnacle. You gain access to your final Arcane Barrel, a Dragon Barrel. The dragon barrels are based off of the 3 Progenitor dragons, Eberron, Siberys and Khyber.
Eberron, the Dragon Between: When loaded the firearm deals 1d6 force damage and 1d6 cold damage. Special Effect: You can use an action to fire an Eberron Shot. Assisted by the world around you, you deal 4d6 force and 4d6 cold damage to your target, and regain that much HP.
Siberys, the Dragon Above: When loaded the firearm deals 1d6 radiant damage and 1d6 lightning damage. Special Effect: You can use an action to fire an Siberys Shot. If the target of the shot has the capacity to cast spells, they take 3d10 radiant and 3d10 lightning damage, and if they cast a spell on their next turn, the spell is countered and they retake the damage.
Khyber, the Dragon Below: When loaded, the firearm deals 1d6 necrotic damage and 1d6 fire damage. Special Effect: You can use an action to fire a Khyber Shot. If the target has an intelligence of 3 or higher, and is not a fiend, they take 4d6 necrotic damage and 4d6 fire damage and are paralysed as they experience terrible images of the Khyber. At the end of their turns they can make an intelligence saving through to escape the paralysis.
Previous Versions
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