Base Class: Fighter
Seraph Slingers are rare individuals who are in some way or another tied to the divine realm through what may be lineage or fate. These holy warriors are granted a powerful boon in the form of their enchanted firearm. When a Slinger first takes up their piece, their minds are opened to powerful possibilities, and destructive potential.
Seraph Slingers use the energies of the primordial and divine planes to imbue their powers with unique and potent capabilities. ranging from blinding and deafening, to immolation and healing, Slingers can cover a wide range of potential roles on the battlefield.
Seraph Slinger
Starting at 3rd level when you choose this archetype you gain the following features.
My First Gun- At 3rd level you are granted the first of your divine boons. As a bonus action you can now summon to your hand a powerful revolver that crackles along the barrel with primal energy. this revolver is seen as magical for the purposes of overcoming resistance and has the following stats: Martial weapon, Ranged Weapon, 1d8+DEX Piercing damage, 120/400 ft range, returning, does not require attunement but can only be fired by you, cannot benefit from enchantments that add bonuses to hit and damage but may be enchanted otherwise with 1 enchantment at a time.
Ammo from Within- your total ammunition count is determined by using the following method (Charisma Score+fighter level+Proficiency). You may expend a hit die during a rest to regain all expended shots
Guiding Light- As you take up your piece, you can feel a new power surge through yourself. when you take this Archetype at 3rd level you gain a pool of magic energy called Seraph Points (SP). the amount of SP you have is equal to your Fighter level, and you regain expended SP at the end of a Short or Long rest. These SP may be used in a variety of ways as you level up in this class, the first of which allows your revolver to change its damage type for 1 attack as well as apply additional effects to the shot by expending more points.
Primal Energies- Your blessed cannon can be imbued with the powers of the elemental and divine planes. Choose one of the damage types from the following list to attune yourself with: Fire, Lightning, Cold, Acid, Force, Radiant, Necrotic, Psychic, Thunder, or poison. You may change out one of your currently attuned elements at the end of a long rest as well as select an additional attunement at levels 7,10,15, and 18.
Imbued Shot- You may use your bonus action to alter the damage type of your revolver for 1 attack to one of your attuned damage types. additional imbued shots require you to expend 1 SP in order to gain this benefit.
Empowered Shot- While your piece is under the effect of imbued shot you may expend 1 SP to apply 1 of a variety of effects to your shot, as listed below based on what damage types you have attuned to. (NOTE: you must announce the use of your SP and damage type before rolling the attack)
Fire: + 1d8+CHA Fire damage to the attack.
Lightning: 1d8+CHA lightning damage is dealt to the nearest creature to the target within 15 feet.
Cold: The targets movement speed is slowed by 10 ft until the start of your next turn.
Acid: The targets AC is reduced by 1 until the start of your next turn.
Force: The target is pushed back 5 ft.
Radiant: The following attack against the target is made with advantage.
Necrotic: Any healing the target receives until the start of your next turn is reduced by half.
Psychic: The targets next attack is made at disadvantage.
Thunder: The target is deafened until the start of your next turn.
Poison: The targets saves are made at disadvantage until the start of your next turn
Sharpened instincts
When you reach 7th level you gain the following abilities
You gain proficiency in smiths tools unless you already do, in which case you gain expertise.
You gain proficiency in perception unless you already do, in which case you gain expertise
Fan The Hammer- you can now make one additional attack with your revolver as a bonus action when you take the attack action on you turn so long as you have nothing in your offhand.
Flourish- You may equip and stow/ holster your revolver as a free action
Leading Light
Starting when you reach 10th level you gain the following abilities
Apprentice Marksman- You've grown closer and gained a better understanding of the workings of your weapon. Your attacks and damage rolls made with your revolver are done so with a +1
Burst of Radiance- As you throw your hand forward, radiant light erupts from your revolver and wraps around your body before being absorbed. Once per long rest when you use your action surge, you may choose to regain SP equal to half your fighter level rounded up.
Primal Detonation- As a bonus action you may throw a magically created device up 40 ft away that can be imbued with a variety of effects based on the elements that you have attuned to. doing so costs 4 SP.
Many of these effects require a saving from any targets afflicted by the detonation (the save DC for these effects is equal to 8+Cha+proficiency)
Fire: Select a circular area on the ground with a 15 ft radius. that space is engulfed in flames and creatures that start their turn there must make a Dex save or take 1d10 fire damage+cha (half on a success and the target is not engulfed) and may use their action to put out the flames on themselves or suffer an additional 1d10 fire damage. this fire persists until the start of your next turn or until it is put out with a large source of water, whichever comes first.
Lightning: Select a sphere with a 10 ft radius which detonates instantly, creatures within that sphere must succeed a Con save or suffer 1d6+cha lightning damage (or half on a success and are not blinded) and are blind until the end of their turns as lightning flashes immediately around them.
Cold: Select a circular area on the ground with a 15 ft radius, that area now becomes difficult terrain as a sleek sheet of ice spreads across the ground for 1 minute. Creatures caught in the range of the initial detonation must succeed a Dex save or suffer 1d8 cold damage (none on a success) and have their movement speed halved even further until the end of their next turn.
Acid: Select a Sphere with a 10 ft radius, it detonates instantly, creatures caught in that radius take 1d6 acid damage and must succeed a Con save or have their ac reduced by 2 as their armor is temporarily weakened by the caustic solution until the start of your turn. (Note: creatures with acid resistance have their AC reduced by 1 instead)
Force: Select a 15 ft radius sphere within range, a globe of swirling energy erupts outward and fills the space but does not penetrate walls. creatures caught within this transparent wind swept sphere upon detonation must succeed a Str save or are immediately shoved back out of the spheres radius and 1d8 force damage, no effect on a success. if a creature is pushed against a solid object, such as a wall for example, they suffer 2d8 force damage each round or until they can free themselves or be freed by an ally. this sphere cannot be entered by any creature or object large or smaller for the duration of up to 1 minute or until it is dispelled by the slinger, requires concentration. Spell attacks can pass through the sphere.
Note- Flying and Small creatures must attempt this save at disadvantage
Radiant: Select a circle on the ground with a 10 ft radius. that area is filled with a pool divine light and a number of chosen creatures up to your charisma modifier when standing in this area gain 1d8 + your charisma modifier in temporary HP at the start of their turns. this pool lasts for 1 minute and requires concentration to maintain its effect.
Necrotic: Select a sphere within range with a 10 ft radius. The sphere lasts until the end of your next turn. targets inside this sphere of twisted wisps of grey smoke suffer 1d10 necrotic damage and cannot gain HP from healing magic of any kind while inside the sphere, creatures inside the sphere additionally have disadvantage on all constitution saves while inside.
Psychic: Select a sphere within range with a radius of 15 ft. the sphere detonates instantly and creatures caught inside this area suffer 1d6 psychic damage and are subjected to visions of impossibilities which make their attacks at disadvantage until the end of their next turn.
Thunder: Select a sphere within range with a 15 ft radius. the sphere detonates instantly and creatures caught inside must succeed a Con save or suffer 2d8 thunder damage as well as become deafened until the end of their next turn (half damage on a success and not deafened)
Poison: Select a sphere within range with a 20 ft radius. The sphere detonates instantly and creatures caught inside are surrounded by a thick noxious gas cloud and must succeed a Con save or become afflicted with the Poisoned Effect for up to 10 minutes. Afflicted targets may attempt to save against the poison again at the end of their turns
Bank Shot
Starting when you reach 15th level, you gain the following abilities
Journeyman Sharpshooter-You've almost mastered the art of the gunslinger. Your attacks made with your revolver are made with a +2 to attack and damage now.
Bank Shot- whenever you use imbued shot and successfully hit a target, you may expend 2 SP in order to instantly send that shot streaking towards a second target within range, make a second attack roll for this shot, this cannot be done twice with one attack. if you applied an effect to the initial attack, the same effect is applied with this ricocheted shot.
Trick Shot- you may choose to make an attack against a target behind up to full cover at disadvantage. or you may expend 2 SP to make the attack as a single roll.
(Note: the sharpshooter feat reduces the SP cost of the trick shot by 1)
Angels Grace
At 18th level you gain the following features
Masters hand- Your attacks made with your revolver are done so with a +3 to attack and damage rolls.
Divine Guidance- Your experience with your trade lets you reach out with your divine senses and pinpoint the perfect shot. Once per long rest you may choose to make one of your attacks with your revolver a critical hit for free, this must be announced before rolling to attack. if you wish to apply this effect to additional attacks before a long rest, you will suffer 1 point of exhaustion for each time you use this ability passed the first.
Additionally, if this critical hit kills the target, your next attack is made at advantage.
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