Base Class: Fighter
A tiefling sees a angered minotaur running his way. In the blink of eye 4 beams of fire strike the raging beast in the chest causing it to fall to the ground dead. The tiefling stands holding a smoking arcane gun. This is a arcane marksman, warriors who combine mild magic into technology to create long range weapons that fire super heated projectiles at their enemies.
Firearm Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
Gunsmith
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost and can make your first arcane firearm. You automatically receive your first firearm for free which is a palm pistol. You choose if it deals fire, cold, lightning or acid damage. Whenever you craft a new Arcane Firearm you can choose a damage type.
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.
Explosive. Everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier), taking full damage on a fail and half on a success.
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 fire, cold, lightning or acid | 1 lb. | (40/160) |
Reload 2
|
| Pistol | 150g | 4g (20) | 1d10 fire, cold, lighting or acid | 3 lb. | (60/240) |
Reload 4
|
| Musket | 300g | 5g (20) | 1d12 fire, cold, lightning or acid | 10 lb. | (120/480) |
Two-handed, reload 1
|
| Pepperbox | 250g | 4g (20) | 1d10 fire, cold, lightning or acid | 5 lb. | (80/320) |
Reload 6
|
| Blunderbuss | 300g | 5g (5) | 2d8 fire, cold, lightning or acid | 10 lb. | (15/60) |
Reload 1
|
| Bad News | Crafted | 10g (5) | 2d12 fire, cold, lightning or acid | 25 lb. | (200/800) |
Two-handed, explosive
|
| Hand Mortar | Crafted | 10g (1) | 2d8 fire, cold, lightning or acid | 10 lb. | (30/60) |
Reload 1, explosive
|
Supercharged Beam
Starting at level 3 you gain the abiltiy to perform special Magicka Shots that deal various effects. The first one you learn is called Supercharged Beam. You gain Spray and Pray at level 7 and Arcane Implosion at level 15. You have 1 use of these shots, 2 at level 7, and 3 at level 15. You regain all uses after a short or long rest.
Supercharged Beam. You can put all your firepower into one supercharged blast and fire it in a line that is 5 feet wide and 100 feet long. All creatures in the line must make a Dexterity saving throw, 6d6 damage on a failed save and half as much on a success. Enemied who fail are also pushed back 10 feet. DC equals 8+Dexterity Modifier+Proficiency Bonus.
Overwatch
When you reach 7th level you gain lightning fast reflexes when using your Arcane Firearms. As a bonus action on your turn you can assume a watchful stance called Overwatch that lasts the start of your next turn. While in Overwatch and a enemy moves within your weapon range you can use your reaction to make one ranged weapon attack against them. You also add your proficiency bonus to your initiative.
Magical Shots
Starting at level 7 your Arcane Firearms are now considered magical for the purpose of overcoming resistances. They also ignore resistance. You can now make Arcane Firearms that deal Radiant or Necrotic damage
Spray and Pray
Starting at level 7 you gain another Arcane Shot known as Spray and Pray.
Spray and Pray. As a action you unleash a torrent of shots in a 30 foot cone. All enemies in the cone must make a Dexterity saving throw, taking 7d8 damage on a fail and half as much on a success.
Potent Arcane
Starting at level 10 when you score a critical hit the target must make a Constitution saving throw or suffer one of the following effects based on the gun's damage type.
Fire: The target is set aflame taking 1d10 fire damage at the start of it's turn unless it uses it action to put itself out.
Cold: The target has disadvantage on the next round of attacks it makes.
Lightning: The target cannot take reactions until the end of it's next turn.
Acid: The target's AC is lowered by 2 until the end of it's next turn.
Radiant: The target is blinded until the end it's next turn
Necrotic: The target's movement speed is halved until the end of it's next turn
Arcane Implosion
Starting at level 15 you gain your final Arcane Shot known as Arcane implosion.
Arcane Implosion. As a action you can fire a volatile ball of arcane energy at a point you can see within 60 feet creating a explosion in a 15 foot radius. All creatures within the blast radius must make a Dexterity saving throw, taking 8d6 damage on a failed save and half as much on a success. Enemies who fail are also pulled 5 feet toward the blast.
Lightning Reload
Starting at 15th level, you can reload any firearm as a bonus action.
Vicious Intent
At 18th level, your firearm attacks score a critical hit on a roll of 19-20.
Close Quarters Shooter
You no longer have disadvantage on attack rolls while a enemy is within 5 feet of you.







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Posted Jul 21, 2020Hi everyone, creator of this subclass here! Please let me know either by message or by commenting your experience or general critique of this subclass. Id love to hear!