Base Class: Fighter
Combining the might of combustion and magika led to the first order of Arcane gunslingers, this would not be the end however, and a few would continue on the fringes of accepted practises, seperate from the controlled orders, becoming the Mystic Desperado.
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.
Arcane 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, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
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.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Magical Mishap. When a natural 1 is rolled when firing an Arcane firearm, a magical mishap occurs. When this happens, roll on the Sorceror wild magic table to see what occurs, and roll a flat d20 to see the state of the firearm. On a 10 or higher, the weapon merely needs a tinker, and can be fixed with a bonus action. On a 9 or lower, the weapon is damaged and needs to be fixed as described in the Arcane Gunsmith feature.
Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
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 piercing | 1 lb. | (40/160) |
Light, reload 1, misfire 1
|
Pistol | 150g | 4g (20) | 1d10 piercing | 3 lb. | (60/240) |
Reload 4, misfire 1
|
Musket | 300g | 5g (20) | 1d12 piercing | 10 lb. | (120/480) |
Two-handed, reload 1, misfire 2
|
Pepperbox | 250g | 4g (20) | 1d10 piercing | 5 lb. | (80/320) |
Reload 6, misfire 2
|
Blunderbuss | 300g | 5g (5) | 2d8 piercing | 10 lb. | (15/60) |
Reload 1, misfire 2
|
Bad News | Crafted | 10g (5) | 2d12 piercing | 25 lb. | (200/800) |
Two-handed, misfire 3, explosive
|
Hand Mortar | Crafted | 10g (1) | 2d8 fire | 10 lb. | (30/60) |
Reload 1, misfire 3, explosive
|
Arcane Marksman
When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.
Spectral Shot. You learn to conjure two spectral chambers of your choice, which are detailed under “Spectral Shot” below. Before firing a firearm, a barrel has to be “loaded”. Loading takes a bonus action. When a barrel is loaded, the firearm deals damage based on the barrel and has a special effect associated with each barrel. You can only use the special effects of each barrel 1 per long rest.
You learn an additional spectral chamber of your choice at 7th, 10th and 15th level.
Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.
Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + your Wisdom modifier
Quickdraw
When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
Spectral Chamber
The spectral chamber is a new use for magicka, summoned around the weapons existing chamber, it imbues the ammunition with elemental properties. Before firing a firearm, a chamber has to be “loaded”. Loading takes a bonus action. When a chamber is loaded, the firearm deals damage based on a elemental effect and has a special effect associated with each.
Chronepsis - Fate, Death and Judgment
When loaded the firearm deals 2d6 force damage and 2d6 fire damage. Special Effect: You can use 1 grit to fire an Chronepsis Shot. Assisted by the world around you, you deal 3d10 force and 3d10 fire damage to your target, and regain that much HP.
Faluzure - Undeath, Decay and Exhaustion
When loaded, the firearm deals 2d6 necrotic damage and 2d6 cold damage.
Special Effect: You can use 1 grit to fire a Faluzure Shot. If the target has an intelligence of 3 or higher, and is not a fiend, they take 3d10 necrotic damage and 3d10 cold damage and are paralysed as they experience terrible images of Faluzures true gaunt and sketal form. At the end of their turns they can make an intelligence saving through to escape the paralysis.
Flame Chamber
When loaded, the firearm deals 1d10 fire damage. Special Effect: You can use 1 grit point to imbue your shot with an explosive property, targeting a point within 60ft you can unleash a shot detonating on impact causing all creatures in a 10 ft radius to make a DEX save. On a failed save, target takes 1d10 fire damage and ignites any flammable materials not being worn or carried. On a successful save target takes half damage.
The damage from this attack increases by 1d10 when you reach 5th level (2d10), 11th level (3d10) and 17th level (4d10)
Force Chamber
When loaded the firearm deals 1d10 force damage. Special Effect: You can use an action to fire a small wall of force. The wall is 5ft high and 5ft wide, and can act as cover or as a blockage say, filling up a door. The wall only lasts for 5 minutes or until the barrel is switched out.
The size of the force wall increases by 5ft when you reach 5th level (10ft x 10ft), 11th level (15ft x 15ft) and 17th level (20ft x 20ft)
Frost Chamber
When Loaded, the firearm deals 1d10 cold damage. Special Effect: You can use an action to coat an area in ice. Choose a 10 feet cube within in 50ft, that area becomes difficult terrain for 1 minute as it is coated with ice, and anyone standing in the area takes 1d8 cold damage when used.
The damage from this attack increases by 1d8 when you reach 5th level (2d8), 11th level (3d8) and 17th level (4d8).
Lightning Chamber
When loaded the firearm deals 1d10 lightning damage. Special Effect: 30-foot long, 5-foot wide lightning strikes from you in the direction you are aiming. Each creature in the line must make a Dexterity save. The spell deals 1d10 lightning damage on a failed save, or half as much on a successful one.
The damage from this attack increases by 1d10 when you reach 5th level (2d10), 11th level (3d10) and 17th level (4d10).
Radiant Chamber
When loaded, the firearm deals 1d10 Radiant damage. Special Effect: You can use your action to imbue your shot with a holy light. Choose a point within 60ft and fire, anything within 10ft radius of the target makes a CON save. On a fail they suffer 1d8 damage and are blinded. On a success they take half damage and are not blinded.
The damage from this attack increases by 1d8 when you reach 5th level (2d8), 11th level (3d8) and 17th level (4d8).
Shadow Chamber
When loaded the firearm deals 1d10 necrotic damage. Special Effect: You can use an action to fire a Shadow shot at a target. If the shot hits, the target must make a strength saving throw. On a failure the target takes 1d10 necrotic damage and is grappled by their own shadow. At the end on their turns they may make a saving throw to escape the shadow. On a success they take half damage and aren’t grappled.
The damage from this Special attack increases by 1d10 when you reach 5th level (2d10), 11th level (3d10) and 17th level (4d10).
Tamara - Life, Light and Mercy
When loaded the firearm deals 2d6 radiant damage and 2d6 lightning damage.
Special Effect: You can use 1 grit to fire an Tamara Shot. If the target of the shot has the capacity to cast spells, they take 3d10 radiant and 3d10 lightning damage, and if they cast a spell on their next turn, the spell is countered and they retake the damage.
Rapid Repair
Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.
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, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.
Magic from Mayhem
At 7th level, when a magical mishap occurs, you can choose channel the explosive burst of magical energy into a shot. You make at attack with disadvantage against a target, and it counts as a critical on a hit. You then suffer the effects of a Magical Mishap and your Arcane Chamber is badly damaged and needs to be fixed as per the Arcane Gunsmith feature.
The Children of Io
At 18th level, your mastery of your craft and attunement to your weapons reaches its pinnacle. You gain access to you final Arcane Chamber, imbued with the spirit of an ancient entity within.
Chronepsis - Fate, Death and Judgment: When loaded the firearm deals 2d6 force damage and 2d6 fire damage. Special Effect: You can use 1 grit to fire an Chronepsis Shot. Assisted by the world around you, you deal 3d10 force and 3d10 fire damage to your target, and regain that much HP.
Tamara - Life, Light and Mercy: When loaded the firearm deals 2d6 radiant damage and 2d6 lightning damage. Special Effect: You can use 1 grit to fire an Tamara Shot. If the target of the shot has the capacity to cast spells, they take 3d10 radiant and 3d10 lightning damage, and if they cast a spell on their next turn, the spell is countered and they retake the damage.
Faluzure - Undeath, Decay and Exhaustion: When loaded, the firearm deals 2d6 necrotic damage and 2d6 cold damage. Special Effect: You can use 1 grit to fire a Faluzure Shot. If the target has an intelligence of 3 or higher, and is not a fiend, they take 3d10 necrotic damage and 3d10 cold damage and are paralysed as they experience terrible images of Faluzures true gaunt and sketal form. At the end of their turns they can make an intelligence saving through to escape the paralysis.
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