Base Class: Fighter
Harnessing the raw power of the sun, Golden Gun Hunters embody the fiery spirit of solar energy, channeling it into their weapons to deliver devastating, molten strikes. Their weapons, infused with radiant solar light, become instruments of swift and unrelenting punishment, searing through enemies with a burning intensity that leaves nothing but ash in their wake. Each shot is a calculated blaze of destruction, a manifestation of the sun’s wrath unleashed on those who dare oppose them.
Their connection to solar energy is more than just a source of power; it defines their character. Golden Gun Hunters often radiate an infectious optimism and confidence, as if the very light of the sun flows through their veins. This brightness reflects not only in their combat prowess but also in their demeanor—they are beacons of hope, pushing forward with an unwavering belief that victory is always within reach. However, like the sun, their temperaments can be equally volatile. Prone to bursts of intense emotion, they often act impulsively, charging headlong into danger without a second thought for their own well-being.
Their fiery nature can be both a blessing and a curse. While they are fiercely protective and quick to leap to the aid of others, they can also be reckless, allowing their passion to override caution. In battle, this can lead to moments of heroic bravery, but it also leaves them vulnerable, as their desire to protect often outweighs their concern for personal safety. But to them, sacrifice in the name of others is a small price to pay when the light of the sun is at their back, urging them forward.
For a Golden Gun Hunter, the sun is more than just a source of power—it is a guide, a force that drives them to burn brightly in a world filled with darkness. Whether they are uplifting their allies with their warmth or unleashing fiery destruction upon their foes, their light is both an inspiration and a warning: tread carefully, for the flames of the sun are never far behind.
Level 3: Golden Gun - Empowered Blaze
When you choose this subclass, you gain a unique revolver blessed by the power of the Sun. You are proficient with this weapon and can use it as a normal firearm in addition to the features granted by this subclass.
As a bonus action, you can invoke Empowered Blaze, causing your next two shots fired from the revolver to become infused with solar fire. For the next two successful hits, the attack deals an additional 3d10 + your proficiency bonus fire damage. This bonus damage increases by 1d10 at 7th level (4d10), 10th level (5d10), 15th level (6d10), and 18th level (7d10).
Fire damage dealt by Empowered Blaze ignores resistance to fire damage.
Once you use Empowered Blaze, you can't do so again until you finish a long rest.
Level 7: Golden Gun - Precision Throwing Knife
Knife Throw: As a bonus action, you can make a ranged weapon attack with a specially conjured throwing knife. The knife deals 1d10 + your Dexterity modifier in piercing damage, and the attack has a range of 30/60. If you score a critical hit with the Precise Throwing Knife or reduce a creature to 0 hit points, you immediately regain the use of your bonus action for that turn. Additionally, your next attack roll made before the end of your next turn has an advantage. You have a number of these knives equal to your proficiency bonus.
Empowered Throw: Starting at 10th level, the damage of the knife increases to 2d10.
Level 10: Golden Gun - Fire of The Divine
When you hit a creature with a Golden Gun shot, you can force it to make a Constitution saving throw (DC 14).
Success: The creature takes half of the Golden Gun's fire damage.
Failure: The creature is ignited by divine flame.
An ignited creature takes 1d12 fire damage at the start of each of its turns. At the end of each of its turns, it may repeat the saving throw, ending the effect on a success.
Fire damage dealt by this feature ignores resistance to fire damage
Level 15: Golden Gun - Radient Dodge
When a creature you can see within 10 feet of you makes an attack against you or an ally, you can use your reaction to dodge out of harm's way, imposing disadvantage on the attack roll against you (or the target if you choose to protect an ally). After using this ability, you and any friendly creatures within 30 feet of you gain an additional 1d8 fire damage to their next melee attack. Blinding Light: When you activate Radiant Dodge, all enemies within 10 feet of you must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or be blinded until the end of their next turn.
Restorative Dodge: Once per short rest, when you use Radiant Dodge, you can fully restore one expended use of a class feature, such as a Fighter's Action Surge, Second Wind, or any melee attack-based feature if you’re within 10 feet of an enemy when you dodge.
Level 18: Golden Gun - Solar Charge
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Solar Charge: Once per long rest, you can use an action to throw a Solar Charge at a point within 60 feet. If you target a moving creature, make a Dexterity-based ranged weapon attack to attach the charge to it. On a hit, the charge adheres to the target; otherwise, it attaches to the surface where it lands.
The charge remains in place for up to 1 minute and is difficult to detect, requiring a successful DC 18 Wisdom (Perception) check to notice. While the charge persists, you can use a bonus action—or an attack granted by Action Surge—to make a ranged weapon attack against it. On a hit, the charge detonates in a burst of solar energy. Each creature within 20 feet of the detonation must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier), taking 8d6 fire damage on a failed save, or half as much damage on a successful one.
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Supernova Impact: if the attack that detonates the Solar Charge is a critical hit, the explosion deals an additional 4d6 fire damage, and creatures that fail the saving throw are knocked prone.
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Empowered Charge: When you detonate a Solar Charge, if the explosion reduces at least one creature to 0 hit points, you regain one expended use of either Second Wind or Action Surge.
Previous Versions
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