Base Class: Fighter
Like gunslinger, but with extra magic. Very nice.
Based on the original Gunslinger Fighter Archetype home-brewed by Matthew Mercer.
Version 3.0
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots
The Arcane Gunslinger Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.
The Spells Known column of the Arcane Gunslinger Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Arcane Gunslinger Spellcasting
|
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
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.
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
|
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 Grit Points
At 3rd level, you gain a number of Arcane Grit Points as displayed in the spellcasting table for this archetype. The number of Arcane Grit Points you have is equal to 1 + your Intelligence modifier. You may use Arcane Grit to use some of the archetype's features, or you may use them to regain expended spell slots. You may also use spell slots to regain Arcane Grit Points. Arcane Grit Points are replenished when you finish a short or long rest. You may also expend spell slots to regain arcane grit points, and vice versa. Your saving throws for Arcane Ammunition shots have a DC of 10 + your Intelligence modifier.
Arcane Grit Table
| Spell Slot Level | Arcane Grit Points |
| 1st | 1 |
| 2nd | 2 |
| 3rd | 3 |
| 4th | 4 |
Arcane Ammunition
At 3rd level, you can spend an Arcane Grit Point to change the Firearm's damage type from Piercing to any of the following; Fire, Cold, Lightning, Radiant, Necrotic, Acid, or Posion. Any additional Arcane Grit Points will add a d4 of the chosen damage type to the damage roll. The added d4s change to d6s at 10th level.
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.
Quick Cantrip
At 7th level, when you use your action to make a ranged weapon attack, you can cast a Cantrip as a bonus action. This can only be done once per turn.
Blink
At level 10, when you use your action to make an attack, you can immediately spend 2 Arcane Grit Points to teleport up to half of your movement speed. If you are hit by an attack, you can spend 2 Arcane Grit Points, and roll a d6. On a 4 or higher, you may blink up to half your movement speed, causing the attack to potentially miss. Additionally, you may use this ability to teleport a bullet. Using this ability this way allows you to double the range of a Firearm.
Improved Arcane Ammunition
At 10th level, when you hit an enemy with an Arcane Ammunition attack, you can spend an extra Arcane Grit Point to cause the attack to have different effects.
Fire - The enemy must make a Constitution saving throw. On a fail, the bullet ignites the enemy for 1d4-1 rounds, causing them to take 1d6 Fire damage per round. At the end of this period, it detonates with 4d6 of Fire damage within a 10 foot radius. On a success it takes half damage.
Cold - The enemy must make a Constitution saving throw. On a fail, The bullet freezs the enemy solid for 1d4-1 rounds. The enemy is incapacitated for the duration. If you hit this enemy with another attack while it is frozen, it will shatter, taking an additional damage dice. On a success, the enemy's move speed is reduced to 0 until the start of their next turn.
Lightning - The enemy must make a Constitution saving throw. On a fail, Lightning erupts from the target, chaining to nearby foes in a 10 foot radius. The chain continues from already chained enemies to others within a 5 foot radius. The damage taken scales down with each chain. Starting at 1d8, ending at 1d4. On a success, the chain will only stack once, and deal half damage.
Radiant - The enemy must make a Constitution Saving Throw, on a failed save, the bullet flashes before impact, blinding them until their next turn, and will take additional Radiant damage equal to your Intelligence modifier. On a success, the enemy is not blinded.
Necrotic - On a hit, roll a d6. On a 4 or above, the bullet is refunded. The bullet applies a Necrotic Mark on the enemy, which lasts for 2 rounds. If the enemy is killed in this time, they are brought back as undead, and use the statics for the Zombie in the Monster Manual. It is not under your control, and will attack anyone near it.
Poison - The bullet erupts in a cloud on impact with the target, taking up a 10 foot sphere. The enemies inside must make a Constitution Saving Throw, on a failed save, they are poisoned for 1d4-1 rounds, taking 2d6 Poison damage per round.
Lightning Reload
You can reload any firearm as a bonus action.
Quick Spell
At 15th Level, when you use your action to make a ranged attack, you can spend Arcane Grit Points to cast a spell as a bonus action. The level of the spell cast is equal to the number of Arcane Grit Points expended.
Gunslinger's Focus
At 18th Level, you learn to channel arcane enrgy into yourself, slowing time from your perspective. You can spend 5 Arcane Grit Points as an action to take 2 turns in a row, during which you can use actions and move as normal. During this time, your blink distance is equal to your movement speed.
The effect ends if you move to a place more than 500 feet from the location where you cast it.
You can use this ability once per long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/12/2019 10:34:25 PM
|
214
|
17
|
3
|
Coming Soon
|







-
View User Profile
-
Send Message
Posted Aug 9, 2022I am trying to play around with this and I noticed that I can't seem to be able to add any spells. They don't even show up to choose in the leveling menu like when you create magic users. Is this a glitch on my end or am I missing something?
-
View User Profile
-
Send Message
Posted May 30, 2020Really liking using this subclass in my current campaign.
-
View User Profile
-
Send Message
Posted Mar 24, 2019That'd be fine, that'd be awesome actually.
-
View User Profile
-
Send Message
Posted Mar 23, 2019Unsure if I could put MetaMagic in as it would go against some of DnD Beyond's guidelines on copyrighted material, but I can potentially work something in for Bloodlines.
-
View User Profile
-
Send Message
Posted Mar 19, 2019Really? Thanks man and yeah, that'd be perfect, along with the metamagic and sorcerer bloodline if possible.
-
View User Profile
-
Send Message
Posted Mar 18, 2019Hi!
Absolutely, I'll get to work and then post the link to the home-brew here. Would changing the spell list and making it a Charisma based spell caster work?
Thanks!
-
View User Profile
-
Send Message
Posted Mar 17, 2019Hi, if it would be at all possible, may I make a request? Would it be possible for you to rework this to be a sorcerer hybrid rather than wizard? Because I absolutely love how you've done this and I'm sure Matt would absolutely love it, but my next character is a child of a sorcerer so I thought it'd be an interesting concept.