Fighter
Base Class: Fighter

A pact sealed in fire and fate, the Bullet Witch is a fighter bound to Ecliptica, the Butterfly Queen—an infernal monarch of beauty and devastation. Unlike a Warlock’s patron, Ecliptica does not merely whisper power from afar; she manifests in dazzling, violent displays, weaving destruction through her chosen vessel.

Bullet Witches blur the line between spell and steel, unleashing relentless gunfire in melee combat while calling upon dark magic to weaken and annihilate their foes. With a snap of their fingers, they can summon swarms of spectral butterflies to disorient enemies before detonating in an elegant explosion. At their peak, they call forth Ecliptica herself, a towering, regal force that fights at their side, turning the battlefield into a stage of dazzling carnage.

Gun Kata

Starting when you choose this archetype at 3rd level, you gain proficiency with firearms. However, your firearms are optimized for swift, aggressive engagements rather than long-distance precision. The normal and long range of all firearms you wield is halved. When making a ranged attack with a firearm against a target within 5 feet, you do not suffer disadvantage from being in melee. Additionally, when you make a melee attack with a firearm, it is not treated as an improvised weapon. Instead, you can use it as a brutal close-quarters weapon, dealing its regular ranged damage with each attack.

Furthermore, as a Bullet Witch, you never need to reload your firearms. Whether through your own gift or a blessing of The Butterfly Queen, your weapons remain perpetually ready to fire.

Tenfold Requiem

At 3rd level, your pact with Ecliptica allows you to unleash a flurry of bullets in the blink of an eye, forming a rudimentary shape—such as a crescent, a spiral, or a jagged arc—before converging on a single target.

As an action, you can expend one use of Tenfold Requiem to fire ten spectral bullets at a creature within your firearm’s range. Roll 1d10 to see how many bullets hit their mark. Each bullet deals 1d4 piercing damage, and you can choose whether they strike simultaneously or in rapid succession. If at least five bullets hit, the target must make a Strength saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or be knocked back 10 feet.

This ability can be used once per short or long rest. At higher levels, the bullets become more deadly:

  • Level 7 – You can use this feature twice per short or long rest, and the bullets are considered magical for overcoming resistance.
  • Level 10 – The bullets now deal 1d6 piercing damage each.
  • Level 15 – The attack ignores half and three-quarters cover, and the knockback increases to 20 feet.
  • Level 18 – You can use this feature three times per short or long rest, and a creature that fails the Strength save is also staggered, reducing its speed by half until the end of your next turn.



Wicked Fist

At 3rd level, you and Ecliptica strike as one, your movements entwined in a deadly harmony. When you throw a punch, a portal to the Hells tears open beside you, and from it, Ecliptica’s enormous fist emerges to mirror your strike, crashing down with devastating force.

As an action, you can use Wicked Fist to make an unarmed strike against a creature within 5 feet. If the attack hits, Ecliptica’s colossal fist follows through, forcing the target and any creatures adjacent to it to make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failure, they take 2d6 force damage and are knocked 5 feet away. On a success, they take half damage and remain standing.

You can use this feature twice per long rest. At higher levels, Ecliptica’s wrath grows stronger:

  • Level 7 – You can use this ability three times per long rest, and the damage increases to 3d6 force damage.
  • Level 10 – The portal distorts gravity, pulling creatures 10 feet closer before the punch lands.
  • Level 15 – The damage increases to 4d6, and creatures who fail the save are also staggered (their speed is halved until the end of their next turn).
  • Level 18 – You can use this ability four times per long rest, and Ecliptica’s fist explodes on impact, forcing creatures who fail the save to be knocked 15 feet away instead of 5.

Wicked Stiletto

When you reach 7th level, as an action, you designate a point within 30 feet. The Queen of Butterflies' heel slams down in a 10-foot radius, crushing everything beneath it.

  • Creatures in the area must make a Constitution saving throw against your Bullet Witch save DC.
    • On a failure, creatures take 3d8 force damage and are knocked prone beneath the overwhelming weight of the Queen’s heel.
    • On a success, creatures take half damage and remain standing.

Butterfly Kisses

Starting at Level 7, as a bonus action, you can send a magical kiss to a creature within 30 feet that you can see. The target regains 2d8 + your Charisma modifier hit points.

You can use this feature twice per long rest.

Boom, Baby!

Upon reaching 10th level, your connection to The Butterfly Queen deepens. 

As an action, choose one creature within 30 feet. A swarm of shimmering pink butterflies engulfs them, fluttering chaotically and disrupting their movements. Until the end of your next turn, the target suffers the following effects:

  • Disadvantage on attack rolls and saving throws.
  • Their speed is reduced by 10 feet as the butterflies interfere with their movements.

At the end of your next turn, you snap your fingers, and the butterflies detonate in a burst of infernal energy. The target must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Charisma or Dexterity modifier). On a failure, they take 5d10 force damage. On a success, they take half as much.

At 15th level, you can choose up to two creatures to be swarmed by the butterflies instead of one.

Witch Time

Starting at 15th level, when an enemy makes an attack against you and misses, you can use your reaction to enter Witch Time until the start of your next turn. During Witch Time, you perceive time as moving much slower—because of this, your movement does not provoke opportunity attacks and our first melee or ranged weapon attack against the triggering enemy has advantage and deals an extra 1d8 force damage.

Infernal Climax

At 18th level, as a bonus action, you summon Ecliptica, The Butterfly Queen, from the depths of Inferno. She remains for 1 minute or until reduced to 0 HP. She rolls her own initiative and takes her own turns. While Ecliptica is active, you gain the following benefits:

  • You can use your reaction to make Ecliptica take damage in your place.
  • While within 10 feet of her, you gain resistance to all damage except force and psychic.

After using this ability, you cannot summon Ecliptica again until you finish a long rest.

Ecliptica, The Butterfly Queen

Large Fiend, Chaotic Evil


Armor Class: 18 (Natural Armor)
Hit Points: 100 (10d10 + 40)
Speed: 40 ft., Fly 60 ft.


STR 22 (+6) | DEX 18 (+4) | CON 18 (+4) | INT 14 (+2) | WIS 16 (+3) | CHA 20 (+5)


Saving Throws: Strength +10, Dexterity +8, Charisma +9
Damage Resistances: Cold, Lightning, Piercing, Slashing (from non-magical attacks)
Damage Immunities: Fire, Poison, Psychic
Condition Immunities: Charmed, Frightened, Poisoned
Senses: Darkvision 120 ft., Passive Perception 13
Languages: Understands all languages you speak but only communicates telepathically.


Actions

Wicked Strike (Melee Weapon Attack)

+10 to hit, reach 10 ft., one target.

  • Hit: 3d10 + 6 force damage.

Butterfly Waltz (Recharge 5-6)

Ecliptica spins elegantly in the air, unleashing a flurry of spectral butterflies that tear through enemies.

  • All creatures of your choice within 30 feet must make a Dexterity saving throw (DC 17).
  • On a failure, they take 6d8 force damage and are blinded until the start of their next turn.
  • On a success, they take half damage and are not blinded.

Regal Rebuke (Reaction, 1/turn)

When an enemy hits you or Ecliptica with an attack, she lashes out with an ethereal claw.

  • The attacker takes 3d10 force damage and must make a Strength saving throw (DC 17) or be knocked prone.

Ecliptica vanishes back into Inferno if:

  • She is reduced to 0 HP.
  • The 1-minute duration expires.
  • You fall unconscious.
Bullet Witch Image

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