Fighter
Base Class: Fighter

The Chaotic Cannoneer uses a runic revolver as their weapon. They channel the fundamental chaos of the universe through various dunamantic channels to fuel their abilities. 

The revolver consists of 4 rotating barrels that represent the power of dunamancy. Through spinning the barrels and channeling their ability Chaotic Roulette they tap into the forces that control the universe and enhance their abilities. The revolver has a minimum range of 30ft and long range of 90ft and has 4 shots before needing to be reloaded.

The quick and the dead.

Starting at 3rd level, as long as you are wearing either light or no armor you gain the ability to dash as a bonus action and your focus on training your reflexes increases your movement speed by an addition 10ft.

You also get an additional bonus to your AC equal to half your proficiency bonus rounded up. This only applies when wearing light or no armor and does not stack with unarmored defense.

Chaos Roulette

At 3rd level, you learn a ritual to channel the fundamental chaos of the universe through your revolver. Each barrel is enhanced by dunamancy into a specific focus unique to each barrel.

As a bonus action, spin the barrels of your revolver and roll 1 d4 die to determine what form you will channel the chaos of the universe through for the next minute. You can use this ability equal to your proficiency bonus + half your fighter level each day, rounded up.

  • 1) Gravity: Increase the gravity of your slugs and magnify the gravity of the target on impact. Add 1 addition weapon damage die to each attack and creatures within 15ft of the target are pulled 10ft in its direction on a failed strength save.(Save DC is determined by 8+ proficiency bonus + dexterity modifier)(Targets can choose to fail this as well)
  • 2) Space: Portals open at the end of your weapon and random places around the target when firing. Each attack made while this is in affect is made with advantage due to the unpredictable nature of the incoming shots. Your range is also doubled while channeling this form of chaos.
  • 3) Time: Gain passive disengage as well as double movement speed. Enemies within 15ft of you must succeed a Constitution saving throw or have their movement speed cut in half till the end of their next turn and have no reactions.
  • 4) Possibility: Add a d4 to the d20 you roll as an attack. If that total would be equal to or greater than a critical strike that roll counts as a natural 20. You also drag allies partially into this affect. You and all allies within 30ft of you get to add a d4 to saving throws for the duration of this affect as well.

Shrapnel Discharge

Beginning at 7th level, when you use your action to make at least one weapon attack while within 10ft of an enemy , as a bonus action you can choose to fire two barrels instantly. (This can only be used on a target within 10ft of you though it does not have to be the target the original weapon attack was made against) After using this your character is moved 15ft in a direction of your choice, but it must move. This counts as forced movement. The forced movement can only trigger while wearing light or no armor.

Roll two attacks as normal when using this bonus action. If both attacks hit, the target must make a Constitution saving throw or be stunned until the end of your next turn.

Chaos Burst

At 10th level, you learn how to make your weapon strike as unpredictable as the universe itself and gain the ability to cause additional affects by burning a hit die called Chaos Burst. The effect of the Chaos Burst lasts for two rounds. You can be affected by multiple Chaos Bursts at once. On the turn you activate a Chaos Burst your next weapon attack deals an additional 2 d6 force damage.

You can use Chaos Burst a number of times equal to half your total hit die each day. When your hit die reset so do your total number of allowed Chaos Bursts.

When you hit a creature with a weapon attack, you can choose to gain one of various affects through Chaos Burst for the duration :

Increase Gravity: Make one attack per turn a piercing shot. On a hit with a piercing shot, the creature suffers normal damage and you make an attack roll against every creature in a line directly behind the target within your range. Targets beyond your minimum range are rolled with disadvantage.

Target Lock: Gain advantage on all attacks made while under this effect.

Flicker Shot: While affected by this Chaos Burst effect you can use a bonus action to teleport up to 30 ft to a destination of your choice and use shrapnel discharge as normal if possible. 

Twist of fate: When an enemy within range of your weapon makes an attack you can use your reaction to burn a Chaos Burst to force a target to make their attack against their own AC. If the attack roll is successful then the attack is twisted back on themselves and gains 2d6 force damage from the Chaos Burst affect.

Let Chaos Reign

When you reach level 15, you can choose to enhance your Chaos Roulette affects a number of times equal to half your proficiency bonus. You also gain the affect automatically after using action surge. You can choose to activate this at the same time as using Chaos Roulette.

  • 1) Gravity: gains the Black Hole affect. The target and any targets pulled in by the affect have their movement speed reduced to 0 for that turn.
  • 2) Space: gains the Disjunction affect. While this is in affect you may use your bonus action to teleport 30ft in a random direction. (less that 30ft if not possible in that direction)
  • 3) Time: gain the Rapid Fire affect. You can make an additional weapon attack as part of your attack action during this affect.
  • 4) Possibility: gain the Weak Spot affect. Your critical strikes do triple damage instead of double damage for the duration.

Illusion of Control

Starting at 18th level, when you use your Chaos Roulette ability you roll 2d4 and choose one to use as the result.

Additionally when you critically hit you cause the target to hemorrhage. At the end of the targets next turn after receiving a critical hit from your firearms the target takes half of the total damage dealt by you on the turn you made the critical strike

Control the Illusion: Starting at level 18 you can also use Chaos Burst to gain the affect of both Chaos Roulette die rolled via illusion of control. (if the die are the same reroll one until a new result is achieved) 

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