Base Class: Fighter
Arcane Gunslingers are masters of both firearms and various aspects of Alchemy and Arcane magic. They infuse their bullets with elemental energy, and bring devastation upon their enemies from a distance. Nobles, swashbucklers and Alchemists spend years perfecting the arts of swordplay or Magic but few take the time to gain the same expertise with firearms nor have the mad idea to mix the two.
Does not use the following weapon types.
- Automatic weapon
- laser weapons
- antimatter weapons
- Semiauto weapons.
Alchemagical Gunsmithing
At 3rd level, you learn Alchemagical theory or some of the secrets of nature. You choose to gain proficiency in either the Arcana or the Nature skill, and you proficiency with Alchemists set and tinkerer's tools.
- All firearms suffer a JAM on a natural critical failure roll of a 1. which requires you to reload the weapon to clear said jam.
- All Firearms have a Reload value. ignore the loading property this is your Ammo capacity. Determined by you, your DM. feel free to adjust as needed.
- You may use any 1 action to reload your Firearm.
- Crafting ammo requires the materials and a dc10 check with tinker tools and 1 hour of work to make(30).
- Infused ammo requires and additional 1 hour to craft.
- For balance, keeping track of cost and ammo is highly recommended.
| Palm Pistol | 50 gp | firearm*Crafted | 1d8 piercing | 1 lb. | 40/160 | Light, reload 1, |
| Pistol | 150 gp | firearm | 1d10 piercing | 3 lb. | 30/90 | Reload 2, |
| Musket | 300 gp | firearm | 1d12 piercing | 10 lb. | 40/120 | Two-handed, reload 1, |
| Pepperbox | 250 gp | firearm*Crafted | 1d10 piercing | 5 lb. | 80/120 | reload 3, |
| Hunting Rifle | 300 gp | firearm | 2d10 Piercing | 10 lb. | 80/240 | two handed, reload 2, |
| Shotgun | 200 gp | firearm | 2d12 piercing | 10 lb. | 30/90 | Two-handed, reload 2, |
| revolver | 200 gp | firearm | 2d8 piercing | 3lbs | 40/120 | reload 4, |
| Ammunition | ||||
| Lead Balls (30) | 10 gp | – | 1 lb. | Special |
| Reagents (30 handfuls) | 20 gp | – | 1 lb. | for Infused Ammo |
| Powder flask (30) | 10 gp | – | 2 lb. | – |
Infused Ammunition
At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Infused Ammunition options of your choice (see “Infused ammunition Options” below). Total Magazines, 2+ proficiency bonus.
Resets on short rest
Magazines carry as much ammo as their reload value(either exandria rules or determined between you and your DM)
Once per turn when you fire your firearm as part of the Attack action, you load into your firearm, 1 magazine of infused ammunition, adding those effects to your attack(s)
You gain an additional Infused Ammunition 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.
Experimental Expertise.
At 7th level, you gain the ability to infuseyour ammo with magic. Whenever you fire nonmagical ammo from a sgun, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the ammo immediately after it hits or misses its target.
You can now Reload your Firearm as a Bonus action as well as an action.
Applied Alchemagical methods.
Starting at level 10, Through rigourus experementation you have insulated your Firearms magazines so that different types maybe added into a single magazine. (reload)
You may now Unjam your weapon as a Bonus Action in addition to an action.
Emergency Supplies
Starting at 15th level, your magical ammo is available whenever battle starts.
If you roll initiative and have no uses of Infused ammunition remaining, you gain 2 uses of your infused ammo, this may not be combined with Alchemical expertise.
Merging and applying of Alchemagical Expertise
Starting atlevel 18, Through pure ingenuity, you have come to be able to alter the type of ammo in your firearm,
Once in each combat you may choose what type of ammo you use in regardless of what was loaded.
This ability maybe used even if you do not have infused ammo loaded. it simply replaces the current ammo.
Crafting time for ammo is reduced by half.
Level 3: Infused Ammunition Options
The Infused Ammo 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 Infused Ammo save DC equals 8 + your proficiency bonus + your Intelligence modifier.
Bramblethorn Ammo
When this attack hit its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the attack takes an extra 2d6 poison 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 brambles 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 poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.
Bursting Ammo
You imbue your ammo with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the attack 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 18th level in this class.
Dissonance Ammo
You weave Evocation magic into your ammo. The creature hit by the attacktakes an extra 2d6 Thunder damage. The target must also succeed on a Int saving throw, or become frightened until the end of its next turn.
The thunder damage increases to 4d6 when you reach 18th level in this class.
Flash Ammo
You weave abjurationmagic into your ammo causing it to occlude your foe’s vision with bright dancing lights and flashes and is unable to see anything farther than 5ft away until your next turn.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Glacial Ammo
Loading your ammo with evocation magic causing immense cold, creatures hit by your attacks take an additional 2d6 Cold damage and have their movement speed reduced by half until the end of their next turn.
The colddamage increases to 4d6 when you reach 18th level in this class.
High Velocity Ammo
A creature hit by the arrow takes an extra 2d6 force damage, and ignores all cover
The force damage increases to 4d6 when you reach 18th level in this class.
Piercing Ammo
You use transmutation magic to give your ammo an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the gun shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The shot 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 gun, 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 18th level in this class.
Smoldering Ammo
You infuse evocation magic into your shot. Immediately after the shot hits the creature, the target take 2d6 fire damage each and must secceed in a DEX saving throw, if it fails it becomes burning and takes 2d6 damage atthe start of it next turn. Only happens once.
The fire damage increases to 4d6 when you reach 18th level in this class.
Stunning Ammo
You load your ammo with Transmuted materials that cause a concussive psychic burst that can stun enemies.
A creature hit takes extra 1d6 and is stunned, if the traget fails WIS saving throw until the end of its next turn.
The psychic damage increases to 2d6 when you reach 18th level in this class.
Toxic Ammo
You weave necromantic magic into your ammo. The creature hit by the attacktakes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or become poisoned until the end of its next turn.
The necrotic damage increases to 4d6 when you reach 18th level in this class.
Previous Versions
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