Base Class: Fighter
Fighters who follow the Planeslinger path channel the power of other realms through specially-forged firearms. Whether burning through fiendish hordes or severing spectral threads, their bullets strike with soul-bound purpose. Each shot isn't just steel and powder—it's will, fury, and something not quite of this world.
Level 3: Level 3 – Planar Bullets
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You have a number of Planar Bullets equal to your proficiency bonus + Wisdom modifier. You regain all expended bullets on a long rest.
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You can infuse one shot per turn as a bonus action. Only one infusion can be active per shot.
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Each of your three signature firearms gains a unique effect:
Crowd Pleaser – Shrapnel Burst
Burn both shells to increase the range by 10 ft and force creatures hit to make a Strength save (DC = 8 + prof + Wis) or be pushed 10 ft away.
The Long Goodbye – Phantom Precision
Spend one Planar Bullet. You now crit on an 18–20 with this shot.
Damnation – Final Chamber
Burn all remaining rounds in your revolver. Deal an additional 1d4 fire damage per unspent bullet to the target.
Level 7: Level 7 – Reflex Shot
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Quickdraw Reflex: When a creature enters your firearm’s range, you can use your reaction to make one weapon attack against them with a firearm you're currently wielding.
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If this attack hits, you can choose to spend a planar bullet to add an additional effect based on the weapon:
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Crowd Pleaser: The creature is pushed 10 feet away from you.
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The Long Goodbye: The attack doesn’t trigger opportunity attacks for the rest of the turn.
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Damnation: The attack ignites the target—1d4 fire damage at the start of their next turn.
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Level 10: Level 10 – Arcane Reload
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Quick Reload: Reloading any firearm takes no action if you haven't moved on your turn.
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Improved Signature Effect – Each weapon’s planar infusion gains a secondary bonus:
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Crowd Pleaser: Targets pushed by your shot also fall prone if they hit a wall or another creature.
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The Long Goodbye: When you crit with this infusion, you deal +1d8 force damage.
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Damnation: When you burn bullets for damage, you can split that damage between multiple creatures within 15 ft.
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Level 15: Level 15 – Bullet Time
Once per long rest, you can enter a heightened state for 30 seconds (5 rounds). During this time:
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You don’t provoke opportunity attacks.
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You can make one additional weapon attack as a bonus action on each of your turns.
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You may spend one Planar Bullet per turn without using a bonus action.
Level 18: Level 18 – Planar Deadshot
Once per long rest, you may unleash a Legendary Shot, a soul-searing round powered by your will. Choose one of the following:
Damnation – Bullet of Betrayal
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One creature you can see must make a Wisdom save (DC = 8 + prof + Dex).
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On a fail: They are frightened of you and take 6d10 fire damage.
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If they are a fiend or undead, they roll with disadvantage and take max damage on a fail.
The Long Goodbye – Death’s Echo
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Fire a line shot up to 300 ft, piercing up to 3 creatures.
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Roll separate attacks for each. On a hit: they take 4d8 force damage.
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Each must make a Constitution save or be stunned until the end of your next turn.
The Crowd Pleaser – Hell’s Roar
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Unleash a 30 ft cone of gunfire.
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Creatures in the area must make a Dex save.
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On a fail: 8d6 thunder + fire damage and are knocked prone.
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On a success: Half damage and no knockdown.
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