Hextech Apprentice Image

You have dabbled in magitech construction and can create weaponry imbued with arcane power.

You gain proficiency with firearms and smith's tools. If you already have smith's tools proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

You have also learned how to craft a hextech firearm. These are specialized weapons imbued with magical energy to give them abilities beyond mundane artifice. You can create a hextech firearm over a long rest if you have access to your smith's tools; and you can only have one active at a time. You choose the form it takes when you create it, from the below table. You may craft ammunition for your weapon at half the listed cost, and in a number of batches per short or long rest equal to your proficiency bonus. You may transfer the properties of a single ranged magic weapon to your hextech weapon with one week of work, destroying the original item in the process.

Note: because of a limitation of the homebrew system, actions for all three weapons are added to the sheet rather than have an option to pick. Just use the appropriate one.

Over a long rest you can add a single hextech modification to your weapon, chosen from the options below. Over a long rest you may swap your modification for a different one. If you have the Hextech Modification class feature, you may choose to add your modifications from this feat or your feature to either of your hextech weapons.

NAME COST AMMO DAMAGE WEIGHT RANGE PROPERTIES
Pistol 150g 4g (20) 1d10 piercing 3 lb. (60/240) reload 4, misfire 1
Shotgun 300g 5g (10) 2d8 piercing 10 lb. (15/60) two-handed, reload 1, misfire 2, special
Rifle 250g 5g (10) 2d10 piercing 8 lb. (120/480) two-handed, reload 1, misfire 2

special: when making an attack roll with this weapon, you may target an additional creature within 5 feet of the first target, using the same roll. It takes 1d8 damage on a hit (do not add your ability modifier).

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 repair it. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

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 Smith’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.

Hextech Modification Options

Autoloader
Your weapon has an autoloader which can generate its own ammunition. This increases the misfire value of the weapon by 1.

Dragon Breath Rounds
Prerequisite: Hextech Shotgun
Rather than normal shot, your shotgun fires a flammable payload. You may choose to have it deal fire instead of piercing damage.

Eldritch Engine
Your weapon is made from a magical material. Its attacks count as magic for the purpose of overcoming damage reduction and immunities.

Large Caliber Net
Your weapon has been fitted with a immobilizing device. As an action, you may target a creature within 30 feet, which must make a Dexterity Saving throw. On a failure, they are restrained until the end of their next turn. You have three charges of Large Caliber Net and regain expended uses when you finish a long rest.

Quality Materials
You have been extra careful with the material selection of your weapon. Your weapon's misfire value is reduced by 2.

Quickdraw Holster
Prerequisite: Hextech Pistol
Your pistol is specially fitted for rapid deployment. You have advantage on initiative checks and can draw your weapon as part of rolling initiative.

Resonating Device
Your weapon has a device that determines the harmonic frequency of structures. Its attacks do triple damage against objects and structures.

Shock Shot
Your weapon can generate a charge of electricity to stun your enemies. As an action, a creature within 60 feet must make a Constitution Saving throw. On a failure, it is stunned until the end of its next turn. You can use a Shock Shot three times and regain expended uses when you finish a long rest. Having a Shock Shot equipped increases the misfire value of your weapon by 1.

Smoke Dispenser
Your weapon can unleash a potent smokescreen. As an action, you fire a canister to a point within 30 feet. A 5 foot radius cloud of smoke fills the area for 1 minute, making it heavily obscured. You may use the Smoke Dispenser once and regain expended uses whenever you finish a short or long rest.

Suppressor
Prerequisite: Hextech Rifle
You have created a series of baffles and vents to attach to the end of your rifle, greatly reducing its noise. Firing the weapon while hidden does not automatically reveal your position.

Trap Launcher
Your weapon can deliver traps that slow enemies caught in them. You target a square within 30 feet to create a trap in, which quickly camouflages itself (detection DC = your saving throw DC). A creature who moves through the square is slowed until the end of their next turn (half movement speed and can only take an action or bonus action, but not both). You can create three traps and regain expended uses when you finish a long rest. Having a Trap Launcher equipped increases your misfire value by 1.

Wired Reflexes
Your weapon is psychically connected to you. As a reaction to a spell, attack, or other effect, you may attempt to dodge it, giving yourself half cover to the attack (+2 AC and Dexterity Saves). You may attempt this maneuver once and regain expended uses whenever you finish a short or long rest. Having Wired Reflexes equipped increases your misfire value by 1.

Hextech Apprentice Image

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