Fighter
Base Class: Fighter

This subclass is based on the character Caitlyn from Arcane: League of Legends (by Riot Games and Fortiche) and built based on the Arcane Archer and RPGBOT's recommendations for balancing it.

A Hex Sniper trains in the fine skill of shooting magically-enhanced firearms with pinpoint precision. Hex Snipers are some of the most elite gunmen in the world. They stand watch over cities, keeping a keen eye out for criminals and using magic-infused bullets to defeat monsters and invaders before they can sow chaos.

Hex Sniper Proficiencies

You gain proficiency with firearms and tinker’s tools, and you choose to learn and you choose to learn either the mending or the prestidigitation cantrip. 

Mending

You learn the mending cantrip. 

Prestidigitation

You learn the prestidigitation cantrip. 

Gunsmith

Upon choosing this archetype at 3rd level, you can use tinker's tools 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 bonus action to reload. You must have one free hand to reload a firearm.

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.

Firearms
NAME COST AMMO DAMAGE WEIGHT RANGE PROPERTIES
Palm Pistol 50g 2g (20) 1d8 piercing 1 lb. (40/160) Ammunition (Firearms), Light, Reload 1
Pistol 150g 4g (20) 1d10 piercing 3 lb. (60/240) Ammunition (Firearms), Reload 4
Musket 300g 5g (20) 1d12 piercing 10 lb. (120/480) Ammunition (Firearms), Two-Handed, Reload 1
Pepperbox 250g 4g (20) 1d10 piercing 5 lb. (80/320) Ammunition (Firearms), Reload 6
Blunderbuss 300g 5g (5) 2d8 piercing 10 lb. (15/60) Ammunition (Firearms), Reload 1
Bad News Crafted 10g (5) 2d12 piercing 25 lb. (200/800) Ammunition (Firearms), Two-Handed, Reload 1
Hand Mortar Crafted 10g (1) 2d8 fire 10 lb. (30/60) Ammunition (Firearms), Reload 1, Explosive
 Revolver 250g  5g (20)    2d8 piercing 3 lb.  (40/120)  Ammunition (Firearms), Reload 6 
Rifle, Hunting   250g   5g (20)  2d10 piercing  8 lb. (60/240)  Ammunition (Firearms), Reload 5  
  Rifle, Sniper   250g  5g(5)  2d10 piercing 9 lb.  (400/1000)  Ammunition (Firearms), Reload 5  
Shotgun  100g 3g (20)  2d8 piercing     7 lb.  (30/60)  Ammunition (Firearms), Two-Handed, Reload 2   
Minigun Crafted 2g (20) 1d10 piercing  15 lb. (50/150)   Ammunition (Firearms), Burst Fire, Heavy, Two-Handed, Reload 20

Arcane Shot

At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see “Arcane Shot Options” below).

Once per turn when you fire a bullet from a firearm as part of the Attack action, you can apply one of your Arcane Shot options to that bullet. You decide to use the option when the bullet hits a creature, unless the option doesn’t involve an attack roll. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a short or long rest.

You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.

Magic Bullets

At 7th level, you gain the ability to infuse bullets with magic. Whenever you fire a nonmagical bullet from a firearm, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the bullet immediately after it hits or misses its target.

Curving Shot

At 7th level, you learn how to direct an errant bullet toward a new target. When you make an attack roll with a magical 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.

Arcane Shot (4 options)

You gain an additional Arcane Shot option of your choice at 10th level in this class.

Ever-Ready Shot

Starting at 15th level, your magical marksmanship is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.

Arcane Shot Options

The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.

If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.

Banishing Bullet

You use abjuration magic to try to temporarily banish your target to a harmless location in the Astral Plane. The creature hit by the bullet must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

After you reach 10th level in this class, a target also takes 2d6 force damage when the bullet hits it. At 18th level, this damage becomes 4d6.

Beguiling Bullet

Your enchantment magic causes this bullet to temporarily beguile its target. The creature hit by the bullet takes an extra 2d6 psychic damage, and you choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

The psychic damage increases to 4d6 when you reach 10th level in this class, and 6d6 when you reach 18th level in this class.

Bursting Bullet

You imbue your bullet with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the bullet hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.

The force damage increases to 4d6 when you reach 10th level in this class, and 6d6 when you reach 18th level in this class.

Enfeebling Bullet

You weave necromantic magic into your bullet. The creature hit by the bullet takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

The necrotic damage increases to 4d6 when you reach 10th level in this class, and 6d6 when you reach 18th level in this class.

Grasping Bullet

When this bullet strikes its target, conjuration magic creates grasping, electric wires, which wrap around the target. The creature hit by the bullet takes an extra 2d6 lightning damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the wires with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.

The lightning damage and slashing damage both increase to 4d6 when you reach 10th level in this class, and 6d6 when you reach 18th level in this class.

Piercing Bullet

You use transmutation magic to give your bullet an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the bullet shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The bullet passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the bullet, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.

The piercing damage increases to 2d6 when you reach 10th level in this class, and 6d6 when you reach 18th level in this class.

Seeking Bullet

Using divination magic, you grant your bullet the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The bullet flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the bullet to travel to the target, the target must make a Dexterity saving throw. Otherwise, the bullet disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the bullet, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.

The force damage increases to 2d6 when you reach 10th level in this class, and 4d6 when you reach 18th level in this class.

Shadow Bullet

You weave illusion magic into your bullet, causing it to occlude your foe’s vision with shadows. The creature hit by the bullet takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

The psychic damage increases to 4d6 when you reach 10th level in this class, and 6d6 when you reach 18th level in this class.

Arcane Shot (6 options, improved shots)

You gain an additional Arcane Shot option of your choice at 18th level in this class.

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