Base Class: Fighter
GUNSMITH
At 3rd level, you gain proficiency with firearms and tinker's tools, if not already proficient. You may use your tools to craft ammunition at half the cost, repair damaged firearms, and modify regular firearms into arcane firearms.
Arcane firearms come with the following properties or property modifications.
Arcane. A weapon that has the arcane property can fire runic bullets. Runic bullets are converted to arcane energy before exiting the chamber of the gun and have a chance of triggering a magical misfire due to the instability of the new technology. Every time you roll equal to or below a bullet's Instability score on a runic bullet attack roll, the bullet explodes in the chamber and you take the damage and effects instead.
RUNIC BULLETS
At 3rd level, you learn how to inscribe magical runes onto your bullets. You can do this as a bonus action on your turn. Due to the volatility of runic magic, it harmlessly combusts if not used after one minute.
You learn three runic inscriptions of your choice from the list of runic inscriptions below. You learn two additional inscriptions of your choice at 7th, 10th, and 15th level. Each time you learn new inscriptions, you can also replace one inscription you know with a different one.
Spell save DC = 8 + your Intelligence modifier + your proficiency bonus.
INTUITIVE ARCANA
At 7th level, your constant interaction with runic magic has given you some ability to make a simple runic mark reflexively. Your attacks with firearms using normal bullets count as magical for the purpose of overcoming resistances.
SPOT WEAKNESS
At 7th level, you can size up an enemy and get a feel for how best to utilize your arcane bullets for maximum effectiveness. As an action, choose one damage type or condition. The DM will tell you if it is weak, resistant, or immune to that effect. Once you use this feature, you cannot use it again until you have taken a long rest.
INSPIRED INSCRIPTIONS
At 10th level, your arcane inscriptions ignore damage resistances and you add your Intelligence modifier to all damage done with your runic bullets.
FAN THE HAMMER
At 15th level, you can ignore the loading and reload properties of firearms as long as you are not holding anything in your off hand. Additionally, all of your attacks have the effects of your runic inspiration until the end of your turn.
ARCANE WEAPON MASTERY
At 18th level, you are a peerless with arcane firearms. Whenever you mark a bullet with a runic inscription, you can make an additional inscription on that bullet as part of the same bonus action. The bullet is imbued with the effects of both inscriptions and you take the higher Instability score of the two inscriptions when you make your attack roll.
Additionally, you ignore misfires on attacks with only one runic inscription active (except shots with X as their misfire value).
INSCRIPTIONS
At 3rd level, you gain access to powerful arcane inscriptions that modify the effects of your bullets. They can change your damage die, add damage type, add conditions, and a variety of other magical effects.
On a magical misfire, the exact effects of the bullet are dealt to you and require the same saves unless otherwise stated.
DAMPENING SHOT
3rd level Inscription
Damage Die: None
Damage Type: None
Bullet Effect: On a hit, your runic bullet release a burst of water. The target must succeed on a Dexterity saving throw or be soaked for one minute. A soaked creature has resistance to fire damage, but attacks that deal cold and lightning damage have advantage. A creature may choose to fail this save automatically.
Instability: 2
DISARMING SHOT
3rd level Inscription
Damage Die: One lower than weapon die (minimum 1d4)
Damage Type: Magical bludgeoning
Bullet Effect: On a hit, the target must succeed on a Strength saving throw against your Runic Bullet DC or drop an object they were holding at their feet.
Instability: 1
FLAME SHOT
3rd level Inscription
Damage Die: One lower than weapon die (minimum 1d4)
Damage Type: Fire
Bullet Effect: On a hit, the target takes an additional 1d4 fire damage at the beginning of each turn until a creature uses an action on their turn to put it out.
Instability: 1
FROST SHOT
3rd level Inscription
Damage Die: One lower than weapon die (minimum 1d4)
Damage Type: Cold
Bullet Effect: On a hit, the target's movement is reduced by 10ft. until the end of their next turn.
Instability: 1
GRAPPLING SHOT
3rd level Inscription
Damage Die: One lower than weapon die (minimum 1d4)
Damage Type: Magical bludgeoning
Bullet Effect: On a hit, the target must succeed on a Strength saving throw against your Runic Bullet DC or be pulled up to 10 ft. toward you. If the target is an object weighing under 10 pounds, you can pull it up to 30 feet.
Instability: 0
LIGHTING SHOT
3rd level Inscription
Damage Die: One lower than weapon die (minimum 1d4)
Damage Type: Lighting
Bullet Effect: On a hit, the target cannot take reactions until the end of their next turn.
Instability: 1
POISON SHOT
3rd level Inscription
Damage Die: One lower than weapon die (minimum 1d4)
Damage Type: Poison
Bullet Effect: On a hit, the target is poisoned until the end of their next turn.
Instability: 1
ROOTING SHOT
3rd level Inscription
Damage Die: One lower than weapon die (minimum 1d4)
Damage Type: Magical piercing
Bullet Effect: On a hit, the target must succeed on a Strength saving throw against your Runic Bullet DC or be restrained until the end of their next turn.
Instability: 8
SHOCK SHOT
3rd level Inscription
Damage Die: One lower than weapon die (minimum 1d4)
Damage Type: Magical bludgeoning
Bullet Effect: On a hit, the target must succeed on a Strength saving throw against your Runic Bullet DC or be knocked prone.
Instability: 1
STEALTH SHOT
3rd level Inscription
Damage Die: Weapon damage die
Damage Type: Magical piercing
Bullet Effect: If you are hidden from the enemy's view, this attack deals an extra 1d6 psychic damage. At 7th level, this damage becomes 2d6, at 10th level it becomes 3d6, and at 15th level it becomes 4d6.
Instability: 4
7TH LEVEL INSCRIPTIONS
ARMOR-PIERCING SHOT
7th level Inscription
Damage Die: Weapon damage die
Damage Type: Magical piercing
Bullet Effect: On a hit, the target's Armor Class is lowered by 1d4+1 until the end of their next turn. A creature cannot be affected by this effect multiple times.
Instability: 4
DIVINE SHOT
7th level Inscription
Damage Die: Weapon damage die
Damage Type: Radiant
Bullet Effect: On a hit, this attack deals radiant damage equal to the weapon damage die. Attacks made against fiends and undead deal double the weapon's damage die.
Instability: 1
ELEMENTAL BANE SHOT
7th level Inscription
Damage Die: Weapon damage die
Damage Type: Magical Piercing
Bullet Effect: Choose a damage type: cold, fire, lightning, or poison. On a hit, the target must succeed on a Constitution saving throw or the next time they take damage of the chosen type, they take an additional 2d6 damage.
Instability: 4
FEAR SHOT
7th level Inscription
Damage Die: Weapon damage die
Damage Type: Necrotic
Bullet Effect: On a hit, the target must succeed on a Charisma saving throw against your Runic Bullet DC or be frightened until the end of its next turn. A creature that succeeds on this saving throw is immune to the effects of fear shot for 24 hours.
Instability: 2
INK SHOT
7th level Inscription
Damage Die: Weapon damage die
Damage Type: Acid
Bullet Effect: On a hit, the target must succeed on a Constitution saving throw against your Runic Bullet DC or be blinded until the end of their next turn.
Instability: 4
LIFE-TETHERING SHOT
7th level Inscription
Damage Die: None
Damage Type: None
Bullet Effect: On a hit, your runic bullet turns into an ethereal thread that connects your life-force to your target. The next time you take damage or your target receives healing, split that amount equally between you and the effect ends.
Instability: 4
PLANAR SHOT
7th level Inscription
Damage Die: Weapon damage die
Damage Type: Force
Bullet Effect: On a hit, a small portal tears open between you and your target. Until the end of your turn, all attacks ignore half and three-quarter cover. On a magical misfire, you cannot benefit from cover and attacks against you cannot be made with disadvantage until the start of your next turn.
Instability: 3
SILENCING SHOT
7th level Inscription
Damage Die: Weapon damage die
Damage Type: Psychic
Bullet Effect: On a hit, the target must succeed on an Intelligence saving throw against your Runic Bullet DC or be under the effects of the silence spell until the end of their next turn.
Instability: 2
SWITCH SHOT
7th level Inscription
Damage Die: Weapon damage die
Damage Type: Psychic
Bullet Effect: On a hit, the target within 20 ft. of you must succeed on a Wisdom saving throw or be forced to switch places with you. A creature may choose to fail this save automatically. This attack does not provoke attacks of opportunity. On a magical misfire, you are knocked back half the distance instead.
Instability: 3
SPLIT SHOT
7th level Inscription
Damage Die: Weapon damage die
Damage Type: Magical Piercing
Bullet Effect: On a hit, this attack deals damage normally and you choose an additional target within your weapon's normal range. Roll another attack with disadvantage. Continue rolling additional attacks this way until you miss or your weapon has a magical misfire.
Instability: 4
10TH LEVEL INSCRIPTIONS
BANISHING SHOT
10th level Inscription
Damage Die: One higher than weapon die (maximum 1d12)
Damage Type: Force
Bullet Effect: On a hit, the target must succeed on a Charisma saving throw or be banished to a harmless demiplane until the end of their next turn. While banished, they're incapacitated.
Instability: 5
CHARGED SHOT
10th level Inscription
Damage Die: One higher than weapon die (maximum 1d12)
Damage Type: Magical Piercing
Bullet Effect: Before rolling to attack, you can choose to overcharge the runic magic on the bullet. Raise the instability value of this attack by up to your Intelligence modifier. The damage of this attack increased by one damage die per instability point applied.
Instability: 5 + X
MADDENING SHOT
10th level Inscription
Damage Die: One higher than weapon die (maximum 1d12)
Damage Type: Psychic
Bullet Effect: On a hit, the target must succeed on an Intelligence saving throw against your Runic Bullet DC or they cannot take any other action except the attack action targeting the creature nearest to them until the end of their next turn.
Instability: 4
STUNNING SHOT
10th level Inscription
Damage Die: One higher than weapon die (maximum 1d12)
Damage Type: Thunder
Bullet Effect: On a hit, the target must succeed on a Constitution saving throw against your Runic Bullet DC or be stunned until the end of their next turn.
Instability: 6
WITHERING SHOT
10th level Inscription
Damage Die: One higher than weapon die (maximum 1d12)
Damage Type: Necrotic
Bullet Effect: On a hit, the target must succeed on a Charisma saving throw against your Runic Bullet DC or have their next attack roll or saving throw result reduced by your intelligence modifier.
Instability: 5
ARCANE GUNNER FEATS
IMPROVISED ARTILLERIST
Prerequisite: Fighter, Arcane Gunner archetype
You discover the means to bypass your firearm all together when inscribing a rune. As an action, you can take an arcane bullet and throw it at a spot you can see up to 20 feet away. All enemies within a 5 ft. radius must make a Dexterity saving throw equal to your Arcane Gunner Runic Bullet save DC (unless the bullet already has a specified saving throw). On a failure, they take all damage and effects of the runic bullet's attack. On a successful save, the attack has no effect. When making an attack this way, roll a d20 to check for magical misfire. On a magical misfire, all damage and effects of the bullet occur within a 5 ft. radius explosion centered on you.
RUNIC ADEPT
Prerequisite: Fighter, Arcane Gunner archetype
You invest yourself wholly into the art of arcane discovery. You make choose two additional runic inscriptions that you meet the requirements for. Additionally, when you miss an attack with a runic bullet, you may reroll the die for that attack, taking the new result regardless of whether it hits or not.
ARCANE WEAPONS
RUNIC REPEATER
Weapon (any firearm), rare (requires attunement by an arcane gunner)
This weapon takes an imprint of the last runic inscription applied to a bullet and duplicates it on each remaining bullet in the magazine. The imprint is erased when the gun is reloaded.
GUNSMITH
At 3rd level, you gain proficiency with firearms and tinker's tools, if not already proficient. You may use your tools to craft ammunition at half the cost, repair damaged firearms, and modify regular firearms into arcane firearms.
Arcane firearms come with the following properties or property modifications.
Arcane. A weapon that has the arcane property can fire runic bullets. Runic bullets are converted to arcane energy before exiting the chamber of the gun and have a chance of triggering a magical misfire due to the instability of the new technology. Every time you roll equal to or below a bullet's Instability score on a runic bullet attack roll, the bullet explodes in the chamber, and you take the damage and effects instead.
RUNIC BULLETS
At 3rd level, you learn how to inscribe magical runes onto your bullets. You can do this as a bonus action on your turn. Due to the volatility of runic magic, it harmlessly combusts if not used after one minute.
You learn three runic inscriptions of your choice from the list of runic inscriptions below. You learn two additional inscriptions of your choice at 7th, 10th, and 15th level. Each time you learn new inscriptions, you can also replace one inscription you know with a different one.
Spell save DC = 8 + your Intelligence modifier + your proficiency bonus.
ARMOR-PIERCING SHOT
7th level Inscription
Damage Die: Weapon damage die
Damage Type: Magical piercing
Bullet Effect: On a hit, the target's Armor Class is lowered by 1d4+1 until the end of their next turn. A creature cannot be affected by this effect multiple times.
Instability: 4
BANISHING SHOT
10th level Inscription
Damage Die: One higher than weapon die (maximum 1d12)
Damage Type: Force
Bullet Effect: On a hit, the target must succeed on a Charisma saving throw or be banished to a harmless demiplane until the end of their next turn. While banished, they're incapacitated.
Instability: 5
CHARGED SHOT
10th level Inscription
Damage Die: One higher than weapon die (maximum 1d12)
Damage Type: Magical Piercing
Bullet Effect: Before rolling to attack, you can choose to overcharge the runic magic on the bullet. Raise the instability value of this attack by up to your Intelligence modifier. The damage of this attack increased by one damage die per instability point applied.
Instability: 5 + X
DAMPENING SHOT
3rd level Inscription
Damage Die: None
Damage Type: None
Bullet Effect: On a hit, your runic bullet releases a burst of water. The target must succeed on a Dexterity saving throw or be soaked for one minute. A soaked creature has resistance to fire damage, but attacks that deal cold and lightning damage have advantage. A creature may choose to fail this save automatically.
Instability: 2
DISARMING SHOT
3rd level Inscription
Damage Die: One lower than weapon die (minimum 1d4)
Damage Type: Magical bludgeoning
Bullet Effect: On a hit, the target must succeed on a Strength saving throw against your Runic Bullet DC or drop an object they were holding at their feet.
Instability: 1
DIVINE SHOT
7th level Inscription
Damage Die: Weapon damage die
Damage Type: Radiant
Bullet Effect: On a hit, this attack deals radiant damage equal to the weapon damage die. Attacks made against fiends and undead deal double the weapon's damage die.
Instability: 1
ELEMENTAL BANE SHOT
7th level Inscription
Damage Die: Weapon damage die
Damage Type: Magical Piercing
Bullet Effect: Choose a damage type: cold, fire, lightning, or poison. On a hit, the target must succeed on a Constitution saving throw or the next time they take damage of the chosen type, they take an additional 2d6 damage.
Instability: 4
FEAR SHOT
7th level Inscription
Damage Die: Weapon damage die
Damage Type: Necrotic
Bullet Effect: On a hit, the target must succeed on a Charisma saving throw against your Runic Bullet DC or be frightened until the end of its next turn. A creature that succeeds on this saving throw is immune to the effects of fear shot for 24 hours.
Instability: 2
FLAME SHOT
3rd level Inscription
Damage Die: One lower than weapon die (minimum 1d4)
Damage Type: Fire
Bullet Effect: On a hit, the target takes an additional 1d4 fire damage at the beginning of each turn until a creature uses an action on their turn to put it out.
Instability: 1
FROST SHOT
3rd level Inscription
Damage Die: One lower than weapon die (minimum 1d4)
Damage Type: Cold
Bullet Effect: On a hit, the target's movement is reduced by 10ft. until the end of their next turn.
Instability: 1
GRAPPLING SHOT
3rd level Inscription
Damage Die: One lower than weapon die (minimum 1d4)
Damage Type: Magical bludgeoning
Bullet Effect: On a hit, the target must succeed on a Strength saving throw against your Runic Bullet DC or be pulled up to 10 ft. toward you. If the target is an object weighing under 10 pounds, you can pull it up to 30 feet.
Instability: 0
INK SHOT
7th level Inscription
Damage Die: Weapon damage die
Damage Type: Acid
Bullet Effect: On a hit, the target must succeed on a Constitution saving throw against your Runic Bullet DC or be blinded until the end of their next turn.
Instability: 4
LIFE-TETHERING SHOT
7th level Inscription
Damage Die: None
Damage Type: None
Bullet Effect: On a hit, your runic bullet turns into an ethereal thread that connects your life-force to your target. The next time you take damage or your target receives healing, split that amount equally between you and the effect ends.
Instability: 4
LIGHTING SHOT
3rd level Inscription
Damage Die: One lower than weapon die (minimum 1d4)
Damage Type: Lighting
Bullet Effect: On a hit, the target cannot take reactions until the end of their next turn.
Instability: 1
MADDENING SHOT
10th level Inscription
Damage Die: One higher than weapon die (maximum 1d12)
Damage Type: Psychic
Bullet Effect: On a hit, the target must succeed on an Intelligence saving throw against your Runic Bullet DC or they cannot take any other action except the attack action targeting the creature nearest to them until the end of their next turn.
Instability: 4
PLANAR SHOT
7th level Inscription
Damage Die: Weapon damage die
Damage Type: Force
Bullet Effect: On a hit, a small portal tears open between you and your target. Until the end of your turn, all attacks ignore half and three-quarter cover. On a magical misfire, you cannot benefit from cover and attacks against you cannot be made with disadvantage until the start of your next turn.
Instability: 3
POISON SHOT
3rd level Inscription
Damage Die: One lower than weapon die (minimum 1d4)
Damage Type: Poison
Bullet Effect: On a hit, the target is poisoned until the end of their next turn.
Instability: 1
ROOTING SHOT
3rd level Inscription
Damage Die: One lower than weapon die (minimum 1d4)
Damage Type: Magical piercing
Bullet Effect: On a hit, the target must succeed on a Strength saving throw against your Runic Bullet DC or be restrained until the end of their next turn.
Instability: 8
SHOCK SHOT
3rd level Inscription
Damage Die: One lower than weapon die (minimum 1d4)
Damage Type: Magical bludgeoning
Bullet Effect: On a hit, the target must succeed on a Strength saving throw against your Runic Bullet DC or be knocked prone.
Instability: 1
SILENCING SHOT
7th level Inscription
Damage Die: Weapon damage die
Damage Type: Psychic
Bullet Effect: On a hit, the target must succeed on an Intelligence saving throw against your Runic Bullet DC or be under the effects of the silence spell until the end of their next turn.
Instability: 2
SPLIT SHOT
7th level Inscription
Damage Die: Weapon damage die
Damage Type: Magical Piercing
Bullet Effect: On a hit, this attack deals damage normally and you choose an additional target within your weapon's normal range. Roll another attack with disadvantage. Continue rolling additional attacks this way until you miss or your weapon has a magical misfire.
Instability: 4
STEALTH SHOT
3rd level Inscription
Damage Die: Weapon damage die
Damage Type: Magical piercing
Bullet Effect: If you are hidden from the enemy's view, this attack deals an extra 1d6 psychic damage. At 7th level, this damage becomes 2d6, at 10th level it becomes 3d6, and at 15th level it becomes 4d6.
Instability: 4
STUNNING SHOT
10th level Inscription
Damage Die: One higher than weapon die (maximum 1d12)
Damage Type: Thunder
Bullet Effect: On a hit, the target must succeed on a Constitution saving throw against your Runic Bullet DC or be stunned until the end of their next turn.
Instability: 6
SWITCH SHOT
7th level Inscription
Damage Die: Weapon damage die
Damage Type: Psychic
Bullet Effect: On a hit, the target within 20 ft. of you must succeed on a Wisdom saving throw or be forced to switch places with you. A creature may choose to fail this save automatically. This attack does not provoke attacks of opportunity. On a magical misfire, you are knocked back half the distance instead.
Instability: 3
WITHERING SHOT
10th level Inscription
Damage Die: One higher than weapon die (maximum 1d12)
Damage Type: Necrotic
Bullet Effect: On a hit, the target must succeed on a Charisma saving throw against your Runic Bullet DC or have their next attack roll or saving throw result reduced by your intelligence modifier.
Instability: 5
INTUITIVE ARCANA
At 7th level, your constant interaction with runic magic has given you some ability to make a simple runic mark reflexively. Your attacks with firearms using normal bullets count as magical for the purpose of overcoming resistances.
SPOT WEAKNESS
At 7th level, you can size up an enemy and get a feel for how best to utilize your arcane bullets for maximum effectiveness. As an action, choose one damage type or condition. The DM will tell you if it is weak, resistant, or immune to that effect. Once you use this feature, you cannot use it again until you have taken a long rest.
INSPIRED INSCRIPTIONS
At 10th level, your arcane inscriptions ignore damage resistances and you add your Intelligence modifier to all damage done with your runic bullets.
FAN THE HAMMER
At 15th level, you can ignore the loading and reload properties of firearms as long as you are not holding anything in your off hand. Additionally, all of your attacks have the effects of your runic inspiration until the end of your turn.
ARCANE WEAPON MASTERY
At 18th level, you are a peerless with arcane firearms. Whenever you mark a bullet with a runic inscription, you can make an additional inscription on that bullet as part of the same bonus action. The bullet is imbued with the effects of both inscriptions and you take the higher Instability score of the two inscriptions when you make your attack roll.
Additionally, you ignore misfires on attacks with only one runic inscription active (except shots with X as their misfire value).
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