Fighter
Base Class: Fighter

Base Gunslinger with Arcane Adaptations (Legacy)

 

Arcane Firearm Proficiency

As an Arcane Gunslinger, you make your mark upon the world as an expert with whichever firearms are prevalent and known to the individual. Starting when you choose this archetype at 3 level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms. (If you already have or gain firearms proficiency, you then acquire advanced firearms proficiency.)

Arcane Gunsmith

Upon choosing this archetype at 3rd level, you gain proficiency with Arcana skill and Tinker’s Tools. You also learn the mending cantrip. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones. Some extremely experimental and intricate firearms are only available through crafting.

Firearm Properties

Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

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, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.

Firearms
Name Cost Ammo Damage Weight Range Properties
Palm Pistol 50g 2g (20) 1d8 piercing 1 lb. (40/160)
Pistol 150g 4g (20) 1d10 piercing 3 lb. (60/240)
Musket 300g 5g (20) 1d12 piercing 10 lb. (120/480)
Pepperbox 250g 4g (20) 1d10 piercing 5 lb. (80/320)
Blunderbuss 300g 5g (5) 2d8 piercing 10 lb. (15/60)
Bad News Crafted 10g (5) 2d12 piercing 25 lb. (200/800)
Hand Mortar Crafted 10g (1) 2d8 fire 10 lb. (30/60)

Arcane Marksman

When you choose this archetype at 3rd level, you learn to perform powerful magical shots to disable or damage your opponents using your firearms.

Arcane Shots. You learn two magical shots of your choice, which are detailed under “Arcane Shots” below. Many maneuvers enhance an attack in some way. Each use of an arcane 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 arcane shot, you can also replace one arcane shot you know with a different one.

Empower. You gain a number of empower points equal to your Wisdom modifier (minimum of 1). You regain 1 expended empower 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 empower 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

Lightning Hands

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.

Arcane Foresight

Upon reaching 10 level, your synchronicity with firearms as a conduit for your magic allows you to see disaster coming, and take action to prevent it. When you misfire a firearm during an attack you may spend one use one empower point to prevent the misfire. The attack action is still used, however no ammo is used and the firearm does not need to be repaired before being fired again.

Lightning Reload

Starting at 15th level, you can reload any firearm as a bonus action.

Bloodthirsty Bullets

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.

Mana Channeling

Starting at 18 level, All #Die rolls for Arcane Marksman effects are from this point onward doubled. (1D becomes 2D, 2D becomes 4D etc.)

Arcane Shots

These arcane shots are presented in alphabetical order.

Blinding Laser Shot

When you make a firearm attack against a creature, you can expend one empower point to attempt to fire through multiple opponents. The initial attack gains a +2 to the firearm’s misfire score. On a hit, the creature suffers normal damage and takes an extra 2d6 radiant damage. The target and anyone within 5 feet of the initial target must also succeed on a Constitution saving throw, or be blinded until the start of your next turn, 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.

 

Flame Shot

When you make a firearm attack against a creature, you can expend one empower point to deal an extra 2d6 of fire damage.

 

Grasping Vines Shot

When you make a firearm attack against a creature, you can expend one empower 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 5 feet away from you and be restrained by the magical vines. While restrained by this spell, the target takes 1d4 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

Life Drain Shot

When you make a firearm attack against a creature, you can expend one empower point to attempt to weaking 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. The creature hit by the shot takes an extra 2d6 necrotic damage.

Lucky Shot

When you make a firearm attack against a creature, you can expend one empower point to gain advantage on the attack roll.

Overloaded Lightning Shot

When you make a firearm attack against a creature, you can expend one or more empower points to enhance the volatility of the attack. For each empower 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 empower point spent when determining the damage. 

The creature hit by the shot takes an additional 2d6 of lightning damage. A bolt of lightning then arks from that target to one additional previously unaffected target which must be within 10 feet of the first target. Any additional potential (randomly chosen) targets that are within range must make a Dexterity saving throw DC 15 or take 2d6 lightning damage.

Telekinesis Shot

When you make a firearm attack against a creature, you can expend one empower 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 in any direction. Or, when you make a firearm attack against a creature, you can expend one empower 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 in any direction.

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