Fighter
Base Class: Fighter

Fighters who follow the Planeslinger path channel the power of other realms through specially-forged firearms. Whether burning through fiendish hordes or severing spectral threads, their bullets strike with soul-bound purpose. Each shot isn't just steel and powder—it's will, fury, and something not quite of this world.

Level 3: Level 3 – Planar Bullets

  • You have a number of Planar Bullets equal to your proficiency bonus + Wisdom modifier. You regain all expended bullets on a long rest.

  • You can infuse one shot per turn as a bonus action. Only one infusion can be active per shot.

  • Each of your three signature firearms gains a unique effect:

Crowd Pleaser – Shrapnel Burst

Burn both shells to increase the range by 10 ft and force creatures hit to make a Strength save (DC = 8 + prof + Wis) or be pushed 10 ft away.

The Long Goodbye – Phantom Precision

Spend one Planar Bullet. You now crit on an 18–20 with this shot.

Damnation – Final Chamber

Burn all remaining rounds in your revolver. Deal an additional 1d4 fire damage per unspent bullet to the target.


 

Level 7: Level 7 – Reflex Shot

  • Quickdraw Reflex: When a creature enters your firearm’s range, you can use your reaction to make one weapon attack against them with a firearm you're currently wielding.

  • If this attack hits, you can choose to spend a planar bullet to add an additional effect based on the weapon:

    • Crowd Pleaser: The creature is pushed 10 feet away from you.

    • The Long Goodbye: The attack doesn’t trigger opportunity attacks for the rest of the turn.

    • Damnation: The attack ignites the target—1d4 fire damage at the start of their next turn.


 

Level 10: Level 10 – Arcane Reload

  • Quick Reload: Reloading any firearm takes no action if you haven't moved on your turn.

  • Improved Signature Effect – Each weapon’s planar infusion gains a secondary bonus:

    • Crowd Pleaser: Targets pushed by your shot also fall prone if they hit a wall or another creature.

    • The Long Goodbye: When you crit with this infusion, you deal +1d8 force damage.

    • Damnation: When you burn bullets for damage, you can split that damage between multiple creatures within 15 ft.

Level 15: Level 15 – Bullet Time

Once per long rest, you can enter a heightened state for 30 seconds (5 rounds). During this time:

  • You don’t provoke opportunity attacks.

  • You can make one additional weapon attack as a bonus action on each of your turns.

  • You may spend one Planar Bullet per turn without using a bonus action.

Level 18: Level 18 – Planar Deadshot

Once per long rest, you may unleash a Legendary Shot, a soul-searing round powered by your will. Choose one of the following:

Damnation – Bullet of Betrayal

  • One creature you can see must make a Wisdom save (DC = 8 + prof + Dex).

  • On a fail: They are frightened of you and take 6d10 fire damage.

  • If they are a fiend or undead, they roll with disadvantage and take max damage on a fail.

The Long Goodbye – Death’s Echo

  • Fire a line shot up to 300 ft, piercing up to 3 creatures.

  • Roll separate attacks for each. On a hit: they take 4d8 force damage.

  • Each must make a Constitution save or be stunned until the end of your next turn.

The Crowd Pleaser – Hell’s Roar

  • Unleash a 30 ft cone of gunfire.

  • Creatures in the area must make a Dex save.

    • On a fail: 8d6 thunder + fire damage and are knocked prone.

    • On a success: Half damage and no knockdown.