Base Class: Fighter
The power of the gun has always fascinated you, thus you practice and have mastered firearms and only firearms. You have undoubtedly become a master at the art of the gun. You can feel the glory of the gun flowing in your veins.
Dao of the gun.
You have dedicated your entire life to the sole purpose of mastering the gun, infusing any firearms with your spirit.
You gain the following traits:
- Proficiency with firearms
- You may add your proficiency bonus to the damage rolls of firearms.
- You ignore the ammunition, misfire, reload, and loading property of any weapons, as you shoot spirit bullets whenever you fire. These spirit bullets deal force damage.
- You lose proficiency with all weapons, shields, and whenever you make an attack with a non-firearm you subtract 1d12 from your attack as well as have disadvantage on the attack roll.
- You have disadvantage on all Constitution and Dexterity saving throws as you disregard safety unless you succeed on a DC 22 Wisdom (insight) check.
Gun Preservation
You know and can cast the mending cantrip as long as the target is a firearm. Whenever you cast it this way, you can cast it with a bonus action instead of an action. Also, you may repair magical firearms, so long as they haven't been broken for more than an hour. Also, you may repair a firearm even if only pieces are left, as long as you have all the pieces, no matter the dimensions, however the firearm itself has to have a max dimension of 15 feet.
Level 7: Additional Shot
Whenever you take the attack action and shoot with the same firarm for all of your attacks, you may shoot an additional time as part of that action (this does not allow you to shoot again after).
This increases to two shots at level 15
You may use this a number of times equal to your proficiency bonus times two, at level 15 two shots equating to one use.
Level 10: Bullet Frenzy
The thrill of battle drives you to lunacy. Whenever you take the attack action, you may replace one of your attacks with this maniacal spray of bullets. Using a gun, you shoot around you hitting enemies and allies alike in a 60ft radius sphere. Creatures in this radius must succeed on a DC 12+DEX Dexterity saving throw or take damage equal to three times your fighter level, taking ¼ of this damage rounded down if they succeed. Due to your frenzy, your aim isn't completely accurate, creatures more than 20ft away from you have advantage on this saving throw.
Whenever you use this, your AC and speed become 0 for the rest of the turn and you have disadvantage on all saving throws.
You may do this 2 times per long rest, increasing to 3 at level 15 and 4 at level 20.
Spirit Shockwave
You gain the following traits:
- Whenever you hit a shot from an attack with a firearm, it explodes in a sphere with a 5ft radius. Creatures and objects in that sphere that aren't being worn or carried take damage equal to your proficiency bonus and are pushed 5ft away from the center of the shot, unless they succeed on a Dexterity saving throw, where they take half the damage and aren't pushed away. When you hit a creature with a shot, it is pushed 5ft away from you before the shot explodes.
- You permanently gain a -1 to all wisdom checks and saving throws.
- You have disadvantage on intimidation checks and wisdom saving throws to avoid or end the fear condition.
Level 15: Way of Heaven; Gun Supreme
Whenever you hit a creature with a firearm with an attack roll, you may subtract 1d6 damage to activate one of the following effects on that creature:
Demon King's Aura: The target and creatures within 10 ft of it must succed on a dc 15+DEX mod wisdom saving throw or have the fear and paralyzed condition.
Mark of Divine Wrath: You gain advantage and a +1 on the next attack roll you make against that creature.
Illusion of Desire: The target must succeed on a dc 15+DEX mod intelligence saving throw or be unable to take any action the following turn. The target has advantage if it is hostile and has an intelligence score higher than 17.
Silence of the Dammed: The target must succeed on a DC 15+DEX mod strength saving throw or be unable to make any sound or cast any spells the following turn unless the spell does not require verbal or somatic components.
You can only use one option per action. At level 18 the damage substracted is reduced to 1d4.
Level 18: Gun-Soul Fusion
You attain the pinnacle of the art of Firearms.
Once per week, even if you have the incapacitated condition, you may regain all hit points, however you cannot fire any spirit bullets for the rest of that day.
All Firearms now deal 4d8 damage or their regular damage.
All Firearms grant you a +2 to attack and damage rolls on top of magic weapon bonuses.
If you wield any other weapons you lose 1d20 hit points every turn.







Comments