Fighter
Base Class: Fighter

A tiefling sees a angered minotaur running his way. In the blink of eye 4 beams of fire strike the raging beast in the chest causing it to fall to the ground dead. The tiefling stands holding a smoking arcane gun. This is a arcane marksman, warriors who combine mild magic into technology to create long range weapons that fire super heated projectiles at their enemies.

Firearm Proficiency

Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.

Gunsmith

Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost and can make your first arcane firearm. You automatically receive your first firearm for free which is a palm pistol. You choose if it deals fire, cold, lightning or acid damage. Whenever you craft a new Arcane Firearm you can choose a damage type.

Firearm Properties

Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

Explosive. Everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier), taking full damage on a fail and half on a success.

Ammunition

All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.

Firearms
Name Cost Ammo Damage Weight Range Properties
Palm Pistol 50g 2g (20) 1d8 fire, cold, lightning or acid 1 lb. (40/160)
Reload 2
Pistol 150g 4g (20) 1d10 fire, cold, lighting or acid 3 lb. (60/240)
Reload 4
Musket 300g 5g (20) 1d12 fire, cold, lightning or acid 10 lb. (120/480)
Two-handed, reload 1
Pepperbox 250g 4g (20) 1d10 fire, cold, lightning or acid 5 lb. (80/320)
Reload 6
Blunderbuss 300g 5g (5) 2d8 fire, cold, lightning or acid 10 lb. (15/60)
Reload 1
Bad News Crafted 10g (5) 2d12 fire, cold, lightning or acid 25 lb. (200/800)
Two-handed, explosive
Hand Mortar Crafted 10g (1) 2d8 fire, cold, lightning or acid 10 lb. (30/60)
Reload 1, explosive

Supercharged Beam

Starting at level 3 you gain the abiltiy to perform special Magicka Shots that deal various effects. The first one you learn is called Supercharged Beam. You gain Spray and Pray at level 7 and Arcane Implosion at level 15. You have 1 use of these shots, 2 at level 7, and  3 at level 15. You regain all uses after a short or long rest.

Supercharged Beam. You can put all your firepower into one supercharged blast and fire it in a line that is 5 feet wide and 100 feet long. All creatures in the line must make a Dexterity saving throw, 6d6 damage on a failed save and half as much on a success. Enemied who fail are also pushed back 10 feet. DC equals 8+Dexterity Modifier+Proficiency Bonus.

Overwatch

When you reach 7th level you gain lightning fast reflexes when using your Arcane Firearms. As a bonus action on your turn you can assume a watchful stance called Overwatch that lasts the start of your next turn. While in Overwatch and a enemy moves within your weapon range you can use your reaction to make one ranged weapon attack against them. You also add your proficiency bonus to your initiative.

Magical Shots

Starting at level 7 your Arcane Firearms are now considered magical for the purpose of overcoming resistances. They also ignore resistance. You can now make Arcane Firearms that deal Radiant or Necrotic damage

Spray and Pray

Starting at level 7 you gain another Arcane Shot known as Spray and Pray.

Spray and Pray. As a action you unleash a torrent of shots in a 30 foot cone. All enemies in the cone must make a Dexterity saving throw, taking 7d8 damage on a fail and half as much on a success.

Potent Arcane

Starting at level 10 when you score a critical hit the target must make a Constitution saving throw or suffer one of the following effects based on the gun's damage type.
Fire: The target is set aflame taking 1d10 fire damage at the start of it's turn unless it uses it action to put itself out.
Cold: The target has disadvantage on the next round of attacks it makes.
Lightning: The target cannot take reactions until the end of it's next turn.
Acid: The target's AC is lowered by 2 until the end of it's next turn.
Radiant: The target is blinded until the end it's next turn
Necrotic: The target's movement speed is halved until the end of it's next turn

Arcane Implosion

Starting at level 15 you gain your final Arcane Shot known as Arcane implosion.

Arcane Implosion. As a action you can fire a volatile ball of arcane energy at a point you can see within 60 feet creating a explosion in a 15 foot radius. All creatures within the blast radius must make a Dexterity saving throw, taking 8d6 damage on a failed save and half as much on a success. Enemies who fail are also pulled 5 feet toward the blast.

Lightning Reload

Starting at 15th level, you can reload any firearm as a bonus action.

Vicious Intent

At 18th level, your firearm attacks score a critical hit on a roll of 19-20.

Close Quarters Shooter

You no longer have disadvantage on attack rolls while a enemy is within 5 feet of you.

Comments

Posts Quoted:
Reply
Clear All Quotes