Base Class: Ranger
The Gun witch combines natural magics and the power of firearms to combat the powers that be. Infusing their weapon's with curses and runes drawn from several sources they wield a wide array of magics and weaponry. Gun witches consider their brand of death an art form and tend towards the eccentric.
Hexes and Gunplay
At 3rd level you begin training Firearms and wielding arcane enchantments, hedge magic and rune magic. You gain proficiency with simple firearms, martial firearms and either Arcana or Religion. You learn an additional spell when you reach certain levels in this class, as shown in the Gun Witch Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Hex Weapon
Additionally at 3rd level when you take this Conclave you infuse spirits into a couple chosen weapons. Choose two firearms you perform a ritual over the course of 1 hour , which can be done during a short rest. The weapons must be within your reach throughout the ritual, at the conclusion of which you touch the weapons and infuse them with your essence summoning a lesser spirit into the weapon.
Once you have hexed a weapon, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two hex weapons, but can only summon them one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Additionally when reload your weapon you can choose to instead load it with a number of shots of magical Essence Shots equal to half your proficiency bonus that deal force damage.
Gun Witch Familiars
At 3rd level your Hex weapons manifest tiny spirits. Your spirits manifest as a fey, fiend, celestial celestial, or elemental and act according to telepathic commands as per the Find Familiar spell. If one of your Hex Weapons is broken you may perform an hour long ritual to repair the weapon using your bond with the spirit rather than repairing it with tools.
Essence of Elements
By 7th level, your control over your magic has improved allowing you to substitute some damage you do with a different type. When you cast a spell that deals one of the following damage types you can change the damage type to a different of the following types Necrotic, Radiant, Force, Fire, Cold, Lightning, or Thunder. Additionally you can now reload firearms as a bonus action using either mundane ammo or Essence Shots from your Hex Weapons.
Essence of Sight and Soul
Beginning at 11th level you may as an action, you gain the ability to detect magic, see through illusions, through solid objects, and magical darkness within a range of 60ft that lasts for 10 minute, or until you lose your concentration (as if you were concentrating on a spell). You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Additionally you soul has become entangled with your familiars allowing your hedge magic to flow from them. You can now concentrate on a single spell for you while both are manifest. For you to gain this benefit your familiars must be within 20ft of you.
Essence of Adversary
At 15th level, your enemies feel your intent to harm with every attack and you can extract information about your enemies through the use of your Hex Weapon's Essence Shots. While you have an enemy under the effects of a spell targeting a creature your Hex Weapon's Essence Shots score a critical hit on 19 as well as 20 against the affected creature(s). Additionally once per long rest when you score a critical hit against a creature you learn of any damage resistances the target has and can choose to nullify one for a number of turns equal to your Wisdom Modifier.
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Posted Feb 27, 2022I neeeeeeeeed more of this!!!!