Base Class: Fighter
This subclass is an amalgamation of the fighter gunslinger subclass, the warlock eldritch invocations, and the dnd wiki gunwitch homebrew.
The night shudders with gunfire and peals of wicked laughter as a half-elf wrapped in crimson robes unloads round after glowing round from her dual pistols. A tiefling steadies his breathing and silently disposes of the goblin's vanguard, leaving them with searing runes where entry wounds should be. A gnome in an oversized wide-brimmed hat whistles gaily as one shot from her rifle darts around the battlefield, barreling through four enemies before it's done. This is the effortless power of the gunwitch, a fighter who uses their weapon mastery to wield and enchant a mystical firearm that fires cursed bullets.
Every gunwitch begins their journey differently. Some were expelled from more upstanding magical institutions because they were caught experimenting with dark magic. Some were foundlings raised by a gunwitch coven and instructed in their secretive ways. Some were hedge mages only able to control their sorcerous abilities through trial and error, developing runes through instinct and experimentation. What pushed your character out of polite society to live as the feared and reviled gunwitch? Does your character use their power to gain wealth, to strike down their enemies, or to protect themselves? What does your firearm look like and where did it come from?
- Quick Build
You can make a gunwitch quickly by following these suggestions. First, Dexterity should be your highest ability score followed by Charisma then Constitution. Second, choose the Criminal, Entertainer, or Sage background. Third, choose the hunting rifle and the explorer's pack.
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 non-cursed ammunition at half the cost, salvage spent bullet casings for crafting ammo (DM's discretion), repair damaged firearms, or even draft, upgrade or even create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting or upgrading.
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.
Loading. Because of the time required to load this weapon, you can fire only one piece of Ammunition from it when you use an action, Bonus Action, or Reaction to fire it, regardless of the number of attacks you can normally make
Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character’s choice).
Range. A weapon that can be used to make a ranged Attack has a range in parentheses after the Ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the Attack roll. You can’t Attack a target beyond the weapon’s long range.
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, or spent casings are salvaged, you can craft ammunition yourself using your Tinker’s Tools at half the cost.
Cursed Marksman
When you choose this archetype at 3rd level, you learn to perform powerful cursed shots to disable or damage your opponents using your firearms.
Cursed Shots. You learn two cursed shots of your choice, which are detailed under “Cursed Shots” below. Many curses enhance an attack in some way. Each use of a cursed shot must be declared before the attack roll is made. You can use only one cursed shot per attack.
You learn an additional cursed shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new cursed shot, you can also replace one cursed shot you know with a different one.
Cursed Bullets. You gain a number of cursed bullets equal to your Charisma modifier (minimum of 1). You regain 1 expended cursed bullet 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 cursed bullets after a short or long rest.
Saving Throws. Some of your cursed shots require your targets to make a saving throw to resist the cursed shot’s effects. The saving throw DC is calculated as follows:
Cursed Shot save DC = 8 + your proficiency bonus + your Dexterity 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, and you can reload any firearm as a bonus action.
Return Fire
Upon reaching 10th level, you learn how to quickly return fire. If an enemy misses you with a ranged attack, you can use your reaction to fire a shot back at it.
Curve Bullet
At 15th level, you learn how to direct an errant shot toward a new target. When you make an attack roll with a cursed bullet and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
Vicious Intent
At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a cursed bullet on a roll of 19 or 20 on a d20 attack roll.
Hemorrhaging Critical
Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.
Cursed Shots
These cursed shots are presented in alphabetical order.
Agonizing Shot
When you hit a shot, you can expend one cursed bullet to add your Charisma modifier to the damage dealt.
Dazing Shot
When you make a firearm attack against a creature, you can expend one cursed bullet to attempt to dizzy your opponent. On a hit, the creature suffers disadvantage on attacks until the end of their next turn.
Deadeye Shot
When you make a firearm attack against a creature, you can expend one cursed bullet to gain advantage on the attack roll.
Disarming Shot
When you make a firearm attack against a creature, you can expend one cursed bullet to attempt to disarm your opponent. On a hit, the creature drops 1 held object of your choice and have that object be pushed 10 feet away from them.
Repelling Shot
When you hit a shot, you can expend one cursed bullet to push the creature up to 10 feet away from you in a straight line.
Sharpshooter Shot
When you make a firearm attack against a creature, you can expend one cursed bullet to increase the range of your attack to 300 ft.
Upending Shot
When you make a firearm attack against a creature, you can expend one cursed bullet to attempt to topple your opponent. On a hit, is knocked prone.
Wrenching Shot
When you hit a shot, you can expend one cursed bullet to pull the creature up to 10 feet towards you in a straight line.
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