Base Class: Fighter
You are a firearm specialist who has learned the way of magic to assist you with your firearms. This allows you to infuse your magic with your firearms, and use magic in other ways to help you in combat.
Spellcasting
3rd level Arcane Firearms Specialist feature
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Arcane Firearm Specialist Spellcasting
|
Rogue Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
3 |
3 |
2 |
— |
— |
— |
|
4th |
3 |
4 |
3 |
— |
— |
— |
|
5th |
3 |
4 |
3 |
— |
— |
— |
|
6th |
3 |
4 |
3 |
— |
— |
— |
|
7th |
3 |
5 |
4 |
2 |
— |
— |
|
8th |
3 |
6 |
4 |
2 |
— |
— |
|
9th |
3 |
6 |
4 |
2 |
— |
— |
|
10th |
4 |
7 |
4 |
3 |
— |
— |
|
11th |
4 |
8 |
4 |
3 |
— |
— |
|
12th |
4 |
8 |
4 |
3 |
— |
— |
|
13th |
4 |
9 |
4 |
3 |
2 |
— |
|
14th |
4 |
10 |
4 |
3 |
2 |
— |
|
15th |
4 |
10 |
4 |
3 |
2 |
— |
|
16th |
4 |
11 |
4 |
3 |
3 |
— |
|
17th |
4 |
11 |
4 |
3 |
3 |
— |
|
18th |
4 |
11 |
4 |
3 |
3 |
— |
|
19th |
4 |
12 |
4 |
3 |
3 |
1 |
|
20th |
4 |
13 |
4 |
3 |
3 |
1 |
Firearms Proficiency
3rd level Arcane Firearm Specialist feature
you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
Gunsmith
3rd level Arcane Firearms Specialist feature
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.
Arcane Bullets
You are able to use your knowledge of firearms and your tinker’s tools to put magic into your bullets. You’re able to make 20 bullets magical over a long rest, and 10 bullets magical over a short rest. Additionally, you can use your action during combat to magically infuse a bullet with magic properties giving it 1d4 damage of your choice besides slashing, piercing, and bludgeoning. This can only be done an amount of times equal to your Intelligence modifier per long rest. When you infuse magic into your bullets over a long or short rest, you can give the set bullets one of the effects from the options offered by this feature. You don’t have to stick to one effect, you do another long or short rest you can choose to give your new bullets different effects.
Acidic Bullet
When you use this bullet as ammunition, creatures hit by this bullet take an additional 1d4 Acid damage. This damage increases to 1d6 at level 7, 1d8 at level 10, and 1d10 at level 18.
Flaming Bullets
When you use this bullet as ammunition, creatures hit by this bullet take an additional 1d6 Fire damage. This damage increases to 1d8 at level 7, 1d10 at level 10, and 1d12 at level 18.
Forceful Bullet
When you use this bullet as ammunition, creatures hit by this bullet take an additional 1d4 Force damage. This damage increases to 1d6 at level 7, 1d8 at level 10, and 1d10 at level 18.
Frozen Bullets
When you use this bullet as ammunition, creatures hit by this bullet take an additional 1d6 Cold damage. This damage increases to 1d8 at level 7, 1d10 at level 10, and 1d12 at level 18.
Lightning Bullet
When you use this bullet as ammunition, creatures hit by this bullet take an additional 1d6 Lightning damage. This damage increases to 1d8 at level 7, 1d10 at level 10, and 1d12 at level 18.
Necrotic Bullet
When you use this bullet as ammunition, creatures hit by this bullet take an additional 1d4 Necrotic damage. This damage increases to 1d6 at level 7, 1d8 at level 10, and 1d10 at level 18.
Poisonous Bullet
When you use this bullet as ammunition, creatures hit by this bullet take an additional 1d10 Poison damage. This damage increases to 1d12 at level 7, 4d4 at level 10, and 5d4 at level 18.
Psychic Bullet
When you use this bullet as ammunition, creatures hit by this bullet take an additional 1d4 Psychic damage. This damage increases to 1d6 at level 7, 1d8 at level 10, and 1d10 at level 18.
Radiant Bullet
When you use this bullet as ammunition, creatures hit by this bullet take an additional 1d4 Radiant damage. This damage increases to 1d6 at level 7, 1d8 at level 10, and 1d10 at level 18.
Thunderous Bullet
When you use this bullet as ammunition, creatures hit by this bullet take an additional 1d4 Thunder damage. This damage increases to 1d6 at level 7, 1d8 at level 10, and 1d10 at level 18.
Magical Advantage
7th level Arcane Firearms Specialist
You can use your magic to give yourself advantage when it comes to combat. When rolling initiative, you have advantage on the roll.
Inflicting Shots
10th level Arcane Firearms Specialist feature
You can choose one of the following options to gain to benefit your shots made with firearms.
Alluring Shot
When you make an attack with a firearm, you can use your bonus action to make the attacked creature do a Wisdom saving throw (Spell save DC). On a fail, the creature is charmed by you for the next minute. The creature can redo the wisdom saving throw at the end of its turn to try to end the charmed condition. This has an amount charges equal to your Wisdom modifier that you regain upon completing a long rest.
Blinding Shot
When you make an attack with a firearm, you can use your bonus action to make the attacked creature do a Wisdom saving throw (Spell save DC). On a fail, the creature is blinded for the next minute. The creature can redo the wisdom saving throw at the end of its turn to try to end the blinded condition. This has an amount charges equal to your Wisdom modifier that you regain upon completing a long rest.
Frightening Shot
When you make an attack with a firearm, you can use your bonus action to make the attacked creature do a Wisdom saving throw (Spell save DC). On a fail, the creature is frightened of you for the next minute. The creature can redo the wisdom saving throw at the end of its turn to try to end the frightened condition. This has an amount charges equal to your Wisdom modifier that you regain upon completing a long rest.
Genius Combatant
15th level Arcane Firearms Specialist feature
Your genius in combat helps you when the matter is fighting. When initiative is rolled, you can choose to give yourself advantage on all attack rolls for 1 minute (10 rounds). If you’re attacked while this feature is active, you must roll a Constitution saving throw (DC 10 or half the damage you took whichever is higher). On a fail, this feature ends early, and on a success nothing happens. This feature has one charge that you regain upon completing a long rest.
Critical Shot
18th level Arcane Firearms Specialist feature
When you attack with a firearms, you can make your attack a critical success. This feature has one charge that you regain upon completing a short rest.







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