Fighter
Base Class: Fighter

You take guns of a simple make and use the things you’ve learned to create modifications that strengthen them. Utilizing old manuals, cultural knowledge, things you’ve learned from the wizards of your city, and a bit of hope and luck. It does not matter how old or how useless an item may seem, you know how to turn it into something special.

Spellcrafting

When you reach 3rd level, you learn how to imitate the ability to cast spells using training manuals. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Marksmen Magician Spellcrafting  table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To craft one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.

The Spells Known column of the Marksman Magician Spellcrafting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcrafting Ability

Constitution is your spellcrafting ability for your wizard spells, since you learn your spells through study and memorization via manual labor or working as an apprentice for a long time under a master of this tradition. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Although for this particular class, you will only be able to use spells/spellslots when you have an upgrade equipped to your weapon with a (magic) tag. 

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

Marksman Magician Spellcrafting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Magical Firearm

At 3rd level, you learn how to compile your skill with your knowledge and are able to create a firearm personalized to yourself. You perform the task over the course of 1 hour, which can be done during a short rest.

Once you have bonded a weapon to yourself, 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 two custom firearms at a time. You can only summon one to your hand as a bonus action at a time. To change the weapon and its upgrades, break it down and preform this ritual again. This can only be done once a day. When your custom weapon is broken down, it can still be used as a basic firearm.

Upgrades

At 3rd level, you gain access to the list of upgrades that can be equipped to your firearm. Using old manuals, hand-me-down tricks, looted arcane scrolls and paint stained iron from a bygone era you can create attachable upgrades for your firearm. Ranging from the mundane to the mystical. Once a day, you can break down your custom firearm to replace the current upgrade from a list of your known upgrades below. This will take an hour to complete. At 3rd level, you can only have one upgrade equipped at a time. Only upgrades with a magic tag can use spell slots.

Spell Shot: (Magic) (Under Barrel) Can use this item as an arcane focus to cast the spell allotted to this class. 

Field Medic: (Barrel) This upgrade is a bonus action to use. 2d4 + Dex mod to heal a target in the range of the weapon's short range. Must roll to hit and beat their AC. 3 uses a day. 

Modify: (Barrel) Can change the barrel and ammo type of the gun;

  • Rifle 2d10 piercing, (120/330 range) 
  • Blunderbuss 2d12 bludgeoning (20/40 range) Has an ability to either target a single target or, as a bonus action, become a spray that attacks all enemies within a 10 foot cube. Creatures must make a Dex saving throw against the your spell save DC. On a save, they take half damage. 
  • Pistol 1d10 piercing (30/90 range) 
  • Mortar 2d12 fire + [rollable]1d10[/roll] piercing (40/100 range) Cannot target a single creature. Attack deals damage in a twenty foot cube. Creatures inside must make a DEX save against your spell save DC. On a save, they take half damage. 

Elemental Infusion: (Magic) (Stock) Use the spell slots allotted to your class to add elemental damage to attacks. (Fire, Cold, Acid, Lightening) 1st level slots add 1d6 of a chosen damage type. Any spell above 1st goes up by 1d6.

Belly Buster: (Under Barrel) As a bonus action, you can make an attack with this shotgun attachment. Deals 4d6 damage on hit. Can be used twice a day, recharges on a short rest. 

Equalizer: (Stock) This lets you take specialized shots. The equalizer has four charges that reset on a long rest. 

  • Boost, 1 charge: Add 1 die of the guns damage type. 
  • Brutalize, 1 charge: Force a CON save on hit. On a fail, lose half their movement until their end of their next turn. 
  • Precision, 2 charges: Gain advantage on all attacks for a round 
  • Ricochet, 2 charges: If a creature is within 5ft of an enemy you just hit, you can force them to make a DEX save. On a fail, they take half the damage you just dealt. 

Improved Upgrade

Beginning at 7th level, when you can now have two upgrades equipped to a magical firearm at the same time. Provided they do not share the same tag. The only exception to this is magic so long as the placement is not the same on where it goes on the gun. You also now may choose upgrades from an expanded list. 

Money Shot: (Stock) Can spend 10 gold by inserting them in a coin slot. They deal 2d6 piercing + 4d6 fire. This feature can be used on any attack during a turn so long as they have the gold to pay for the shot. 

Sonic Boom: (Under Barrel) As a bonus action, releases a sonic wave in a 20 foot radius centered on you. Each creature in the area makes a CON save. On a fail, they are deafened. They are also pushed back 10 feet. On a save, they are pushed 5 feet only. 

Saws: (Barrel) Can be used as a melee or ranged attack. 

  • Melee: On hit, does [roll]able1d10[/rollable] slashing. 
  • Ranged: In a 20 foot cube, saws shoot from launcher rails attached to the barrel. Creatures in the area must make a DEX save. On a save, the creatures take half damage. 6d6 slashing damage. Can be used 3 times a day, resets on a long rest. 

Arcane Ammunition: (Magic) (Barrel) Now you can modify your barrel in different ways; 

  • Phantom Sniper: Adds +1 to attack and damage. This becomes a +2 when hidden or you have half or full cover. 2d10 piercing. Can expend a spell slot to add [roll]1d6[/roll] physic damage. Goes up by 1 die for each slot used above 1st.  On a critical hit, you become invisible for 1 minute or until you next attack. (200/400 range) 
  • Mirror Pistol: Adds +1 to attack and damage. When this weapon is fired, it creates three copies of itself that have a flying speed of 10 feet. The copies do not shoot ammunition but instead cast magic missile at 1st level. This can be upcast using your spell slots. Each copy must use your spellslots to be fired. Each copy has 5 hit points and act on your turn. The real pistol deals 1d10 radiant damage. (30/90 range) 
  • Musical Blunderbuss: Adds +1 to attack and damage. Rather normal ammo, you use the bones of musicians and poets. As a bonus action, you can wake the spirits in the bones to play music. Within a sixty foot radius centered on you, any allies that can hear the song gain the benefits of it. Each creature that is able to hear it gains a use of bardic inspiration, 1d6, and while they have it, they also have a +1 to saving throws. After each use of the bardic, the spirit that granted it will vanish back into your blunderbuss giving it a charge. Full charge occurs when each bardic has been used and all spirits are gone. Having a fully charged blunderbuss allows you to use your spellslots to make an extra attack as a bonus action with a 1d6 added to the attack roll. 2d12 cold damage. (30/90 feet range) 
  • Crawling Canon: This version of the gun has to be placed on the ground. Adds +1 to attack. It is charged with your spellslots rather than reloaded as a bonus action. It has a movement speed equal to yours. It deals two types of damage of your choice (Fire, Acid, Poison, Cold, Lightening, Thunder, Force, Bludgeoning, Piercing, Slashing) in a 40 foot cube. 2d12 for each damage type. Has to be reloaded between attacks. 

Grappling Hook: (Under Barrel) As a bonus action, you shoot a chain with a hook that wraps around a creature. DEX save against your spell save DC. On a fail they are grappled by you and as a bonus action on each turn after being grappled, you can reel the chain in by 5 feet. Once a creature has broken from your grappling hook it cannot be used on them again until you use an action to reset the chain in the launcher. 

 Potion Wrack: (Stock) You can store up to five different potions in the rack that can be shot as a bonus action. The creature that you target gains the effects of whatever potion you had equipped in the launcher regardless of whether the stipulation of the potion required it to be an action to use. The range of this is equal to the range of your magical firearm. 

Endeavoring Aptitude

At 10th level, when you action surge you show such prowess that it inspires your allies, emboldening them. You can command an ally that you can see to make an attack against an enemy within 5ft of their range immediately after taking an action surge. 

Mastered Upgrades

At 15th level, you gain the ability to improve your magical firearm to the point of having three upgrades equipped. 

Crushing Drink: (Stock) You can take any existing magical weapon and spend an hour binding it to your magical gun. It will absorb the magical properties of that item and become a part of your gun. When this is done, the item is totally consumed and cannot be made a working item outside of your gun again. Should you break your gun down to change the upgrades, the magical properties of the consumed item will manifest as a small coin that you can reattune to the Crushing Drink upgrade to have the properties again. Only one bonded magical item can be inside the Crushing Drink at a time. 

Charged Shot: (Barrel) Using your bonus action, you create a charged shot. You can do this each round to a total of 3 charged shots. When you make an attack with a charged shot on a turn, the threshold for a critical hit drops. Each charge lowers the number needed to roll a critical hit, per example, having one charge makes it so you can crit on a 20 and a 19. With all 3 charges stacked you can crit on a 19, 18, and 17. At the max level of stacks, they will be used the next time you make an attack to one of two things: 

  • Enemy: Attacking an enemy with 3 charged shots deals max damage. This cannot stack with a critical hit. 
  • Ally: Shooting an ally does not damage them and instead temporarily raises their armor class by 3 for 3 rounds. 

Monster Bash: (Under Barrel) There is a pocket dimention inside round canisters loaded into a rail beneath your barrel. You have three in total. When you shoot a creature or monster with them, unless they are willing or their intelligence is lower than 8, they must make a wisdom saving throw against your spell save dc upon hit. If their intelligence is the same as yours or higher, they get a second saving throw if they fail the first. If they have taken damage by you and have less than half their hit points, they roll with disadvantage. Once a creature or a monster is trapped within the ball, they will remain in this space until you release them. To release them you either engage the canister’s release latch or you may shoot the creature from your gun as a bonus action. Upon release, the creature is charmed by you for one minute.

Runes of Power: (Stock) You carve runes into the wood and metal of your magic firearm. Only one can be carved at the time that the Runes of Power attachment is equip;

  • Swift: Passive, You gain a +1 to initiative rolls. Active, Once a day you can cast haste on yourself or an ally of your choosing. 
  • Veil: Passive, You can always tell by looking if a creature is alive or dead. Active, you create a 20 foot aura centered on you that moves with you. Any allied creature within that aura has advantage on death saving throws. 
  • Brute: Passive, You gain 10 to your max HP. Active, whenever you take damage, allies within a 20 foot aura centered on you are healed for 1 point. Lasts an hour, once a day.

Fair is Fair: (Barrel)  With this attachment, if you roll an attack and succeed against the AC of your enemy by more than 5 above, you roll an extra 2d6 damage. If you succeed 10 over their AC you roll an extra 3d6 damage. If you miss an AC by 1, you still do 2d6 damage. If you miss by 5, you still do 1d6 damage. This excludes a natural 1. 

Junk Drawer: (Under Barrel) This attachment acts similar to a bag of holding except that anything placed inside it becomes ammunition and cannot be removed from the pocket dimension. The item that is shot deals 2d6 + the guns usual damage unless the item being shot has its own damage modifier. For example, if the item being shot is a greataxe, you would deal 1d12 plus your weapons damage.

 

Armed Security

Starting at 18th level, any custom weapon attuned to you and not currently equipped can take an action and a bonus action on your turn. They do not gain sentience, you have simply automated them. They gain a walk speed up to half of yours and have ten hit points. If the weapon hits zero hit points, it becomes broken down and turns back into a regular firearm. You can take the allotted time to rebuild it and attune to it again. 

Marksman Magician Image

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