Base Class: Gunslinger
A master of engineering, you forge a firearm powered by a combination of science and magic.
Level 3: Master Smith
When you choose this specialization you gain proficiency with smith’s tools, and you learn the mending cantrip.
Level 3: Prismatic Rifle
As part of choosing this specialization, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This firearm is called a Prismatic Rifle. It is a ferocious weapon that fires magical bullets that can punch through armor with ease. You are proficient with the Prismatic Rifle. The firearm is a two-handed ranged weapon that deals 2d6 piercing damage. Its normal range is 150 feet, and its maximum range if 600 feet. If you lose your Prismatic Rifle, you can create a new one on a Long Rest by expending 100 gp worth of metal and other raw materials.
Level 3: Arcane Bullets
As part of your study of magic, at 3rd level you gain the ability to infuse Arcane Energy into your shots. This Energy is represented by expending your Risk Dice, which allow you to create a variety of magical effects. All Arcane Shot damage dice are the same size as Risk Dice, including size increases at later levels (D10 at level 10, D12 at level 18)
Arcane Shots. You learn two trick shots of your choice, which are detailed under "Arcane Shots" below. Many maneuvers enhance an attack in some way. Each use of a arcane shot must be declared before the attack roll is made. You can use only one arcane shot per attack.
You learn an additional arcane shot of your choice at 6th, 10th, and 14th level. Each time you learn a new arcane shot, you can also replace one trick shot you know with a different one.
Level 3: Arcane Shots
These arcane shots are presented in alphabetical order.
Binding Shot
When you make a firearm attack against a creature, you can expend one Risk Dice to gain. Rather than making an attack roll, you launch an frozen round from the gun. The round detonates in a 10-foot radius sphere at a point within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful saving throw, the target takes half as much damage and it's speed is not reduced.
Blast Wave
When you make a firearm attack against a creature, you can expend one Risk Dice. Rather than making an attack roll, you unleash force energy in a 15-foot cone from the gun. Each creature in that area must make a Strength saving throw. On a failed saving throw, a target takes 2d8 force damage and is pushed 10 feet away from you. On a successful saving throw, the target takes half as much damage and is not pushed.
Dispelling Shot
When a creature within range casts a spell, you can expend one Risk Dice to attempt to nullify the spell. Make an attack roll against the targets Spell Save DC, if the attack roll is higher the spell is successfully nullified.
Explosive Shot
When you make a firearm attack against a creature, you can expend one Risk Dice. Rather than making an attack roll, you launch an explosive round from the gun. The round detonates in a 30-foot radius sphere at a point within range. Each creature in that area must make a Dexterity saving throw. On a failed saving throw, a target takes 4d8 fire damage. On a successful saving throw, the target takes half as much damage.
Fragmenting Shot
When you make a firearm attack against a creature, you can expend one Risk Dice., the target suffers additional damage equal to half of the damage from the attack at the end of its next turn.
Healing Shot
When you make a firearm attack you can expend one Risk Dice to attempt to shoot an ally. Instead of dealing damage to an ally you hit, they regains a number of hit points equal to 2d8 + your Dexterity modifier. This has no effect on undead or constructs.
Piercing Shot
When you make a firearm attack against a creature, you can expend one Risk Dice to attempt to fire through multiple opponents. Rather than making an attack roll, you cause the gun to unleash a bolt of lightning, 5-feet wide and 30-feet long. Each creature in that area must make Dexterity saving throws. On a failed saving throw, a target takes 4d8 lightning damage. On a successful saving throw, the target takes half as much damage.
Repeating Shot
When you make a firearm attack against a creature, you can expend one Risk Dice to attempt to seek out a previous target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have hit with a firearm attack within the past minute. If the target is within the weapon’s range and there is a path large enough for the bullet to travel to the target, the target must make a Dexterity saving throw. On a failed save, the target takes damage as if it were hit by the shot, plus an extra 1d8 force damage. On a successful save, the target takes half as much damage.
Tripping Shot
When you make a firearm attack against a creature, you can expend one Risk Dice to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
Binding Shot
When you make a firearm attack against a creature, you can expend one Risk Dice to gain. Rather than making an attack roll, you launch an frozen round from the gun. The round detonates in a 10-foot radius sphere at a point within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0.
Blast Wave
When you make a firearm attack against a creature, you can expend one Risk Dice. Rather than making an attack roll, you unleash force energy in a 15-foot cone from the gun. Each creature in that area must make a Strength saving throw. On a failed saving throw, a target takes 2d8 force damage and is pushed 10 feet away from you. On a successful saving throw, the target takes half as much damage and is not pushed.
Dispelling Shot
When a creature within range casts a spell, you can expend one Risk Dice to attempt to nullify the spell. Make an attack roll against the targets Spell Save DC, if the attack roll is higher the spell is successfully nullified.
Explosive Shot
When you make a firearm attack against a creature, you can expend one Risk Dice. Rather than making an attack roll, you launch an explosive round from the gun. The round detonates in a 30-foot radius sphere at a point within range. Each creature in that area must make a Dexterity saving throw. On a failed saving throw, a target takes 4d8 fire damage.
Fragmenting Shot
When you make a firearm attack against a creature, you can expend one Risk Dice., the target suffers additional damage equal to half of the damage from the attack at the end of its next turn.
Healing Shot
When you make a firearm attack you can expend one Risk Dice to attempt to shoot an ally. Instead of dealing damage to an ally you hit, they regains a number of hit points equal to 2d8 + your Dexterity modifier. This has no effect on undead or constructs.
Piercing Shot
When you make a firearm attack against a creature, you can expend one Risk Dice to attempt to fire through multiple opponents. Rather than making an attack roll, you cause the gun to unleash a bolt of lightning, 5-feet wide and 30-feet long. Each creature in that area must make Dexterity saving throws. On a failed saving throw, a target takes 4d8 lightning damage.
Repeating Shot
When you make a firearm attack against a creature, you can expend one Risk Dice to attempt to seek out a previous target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have hit with a firearm attack within the past minute. If the target is within the weapon’s range and there is a path large enough for the bullet to travel to the target, the target must make a Dexterity saving throw. On a failed save, the target takes damage as if it were hit by the shot, plus an extra 1d8 force damage. On a successful save, the target takes half as much damage.
Tripping Shot
When you make a firearm attack against a creature, you can expend one Risk Dice to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
Level 6: Prism Shot
At 6th level, you learn to channel arcane energy into your Prismatic Rifle. As an action, you can sacrifice all extra attacks to make a special attack with your Prismatic Rifle that deals an extra 3d6 damage on a hit. This extra damage increases when you reach certain levels in this class: 10th level (6d6), and 18th level (9d6)
Level 6: Superior Attunement
At 6th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time. At 14th level, this limit increases to five magic items.
Level 10: Fast reflexes
When you reach 10th level, you add your proficiency bonus to your initiative.
Level 14: Superior Attunement
At 14th level, your skill with magic items deepens more:
You can attune to up to five magic items at once.
You ignore all class, race, spell, and level requirements on attuning to or using a magic item.
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