Base Class: Fighter
Hextech Gunfighters have mastered the art of magitech weapons. Utilizing their advanced technology, the often find work as lawbringers in frontier towns. Others end up on the other side of the coin, holding communities hostage while they loot their resources.
Life on the Edge
A hextech gunfighter often lives at the edges of society, either as a law officer chasing fugitives and outlaws; or as one of those outlaws, looting and taking any advantage they can. At 3rd level you choose which is the life for you.
Life on the Edge Options
Bounty Hunter
You gain proficiency with vehicles (land). You have advantage on ability checks with them when chasing a fugitive.
Desperado
Choose a gaming set. You have advantage on ability checks when cheating with that set.
Pirate
You gain proficiency in vehicles (water). You have advantage on ability checks with them when boarding another ship.
Gunsmith
When you adopt this archetype at 3rd level, you gain proficiency with firearms and smith's tools. If you already have smith's tools proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
You have also learned how to craft a hextech firearm. These are specialized weapons imbued with magical energy to give them abilities beyond mundane artifice. You can create a hextech firearm over a long rest if you have access to your smith's tools; and you can only have one active at a time. You choose the form it takes when you create it, from the below table. You may craft ammunition for your weapon at half the listed cost, and in a number of batches per short or long rest equal to your proficiency bonus. You may transfer the properties of a single ranged magic weapon to your hextech weapon with one week of work, destroying the original item in the process.
Name | Cost | Ammo | Damage | Weight | Range | Properties |
---|---|---|---|---|---|---|
Pistol | 150g | 4g (20) | 1d10 piercing | 3 lb. | (60/240) | reload 4, misfire 1 |
Shotgun | 300g | 5g (10) | 2d8 piercing | 10 lb. | (15/60) | two-handed, reload 1, misfire 2, special |
Rifle | 250g | 5g (10) | 2d10 piercing | 8 lb. | (120/480) | two-handed, reload 1, misfire 2 |
special: when making an attack roll with this weapon, you may target an additional creature within 5 feet of the first target, using the same roll. It takes 1d8 damage on a hit (do not add your ability modifier).
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.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to repair it. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
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 Smith’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.
Hextech Pistol
You have crafted a hextech pistol that does 1d10 damage, has a range of 60/240, and has the reload 4 and misfire 1 properties. Ammo costs 4g per 20 rounds.
Hextech Rifle
You have crafted a hextech rifle that does 2d10 damage, has a range of 120/480, and has the reload 1 and misfire 2 properties. Ammo costs 5g per 10 rounds.
Hextech Shotgun
You have crafted a hextech shotgun that does 2d8 damage, has a range of 15/60, and has the reload 1 and misfire 2 properties. You can target a second creature within 5 feet for 1d8 damage (no ability modifier) when you fire. Ammo costs 5g per 10 rounds.
Hextech Modification
Beginning at 3rd level, you learn the secrets of hexcraft and can begin modifying your firearm. You gain two modifications from the below list. At 7th level you gain a third modification. You can use the same long rest to create a firearm using your Gunsmith feature and add modifications to it. Over a long rest you can swap out a single modification for a different one.
Unless otherwise noted, the saving throw DC for your modifications is 8 + your proficiency bonus + your Dexterity modifier.
Hextech Modification Options
Autoloader
Your weapon has an autoloader which can generate its own ammunition. This increases the misfire value of the weapon by 1.
Dragon Breath Rounds
Prerequisite: Hextech Shotgun
Rather than normal shot, your shotgun fires a flammable payload. You may choose to have it deal fire instead of piercing damage.
Eldritch Engine
Your weapon is made from a magical material. Its attacks count as magic for the purpose of overcoming damage reduction and immunities.
Large Caliber Net
Your weapon has been fitted with a immobilizing device. As an action, you may target a creature within 30 feet, which must make a Dexterity Saving throw. On a failure, they are restrained until the end of their next turn. You have three charges of Large Caliber Net and regain expended uses when you finish a long rest.
Quality Materials
You have been extra careful with the material selection of your weapon. Your weapon's misfire value is reduced by 2.
Quickdraw Holster
Prerequisite: Hextech Pistol
Your pistol is specially fitted for rapid deployment. You have advantage on initiative checks and can draw your weapon as part of rolling initiative.
Resonating Device
Your weapon has a device that determines the harmonic frequency of structures. Its attacks do triple damage against objects and structures.
Shock Shot
Your weapon can generate a charge of electricity to stun your enemies. As an action, a creature within 60 feet must make a Constitution Saving throw. On a failure, it is stunned until the end of its next turn. You can use a Shock Shot three times and regain expended uses when you finish a long rest. Having a Shock Shot equipped increases the misfire value of your weapon by 1.
Smoke Dispenser
Your weapon can unleash a potent smokescreen. As an action, you fire a canister to a point within 30 feet. A 5 foot radius cloud of smoke fills the area for 1 minute, making it heavily obscured. You may use the Smoke Dispenser once and regain expended uses whenever you finish a short or long rest.
Suppressor
Prerequisite: Hextech Rifle
You have created a series of baffles and vents to attach to the end of your rifle, greatly reducing its noise. Firing the weapon while hidden does not automatically reveal your position.
Trap Launcher
Your weapon can deliver traps that slow enemies caught in them. You target a square within 30 feet to create a trap in, which quickly camouflages itself (detection DC = your saving throw DC). A creature who moves through the square is slowed until the end of their next turn (half movement speed and can only take an action or bonus action, but not both). You can create three traps and regain expended uses when you finish a long rest. Having a Trap Launcher equipped increases your misfire value by 1.
Wired Reflexes
Your weapon is psychically connected to you. As a reaction to a spell, attack, or other effect, you may attempt to dodge it, giving yourself half cover to the attack (+2 AC and Dexterity Saves). You may attempt this maneuver once and regain expended uses whenever you finish a short or long rest. Having Wired Reflexes equipped increases your misfire value by 1.
Utility Device
Hextech Gunfighters often find a need to avoid combat. At 7th level, you have developed an additional device beyond your weapon, chosen from the options below.
Utility Device Options
Displacement Device
You have created a device that can rapidly displace your body. As a bonus action, you can teleport a number of feet equal to 5 x your intelligence modifier (minimum 5 feet). Once you have used this ability, you can't again until you finish a short or long rest.
Healing Shot
You have modified your weapon to heal instead of harm. As one of your attacks, a creature of your choice within 30 feet of you regains hit points equal to your Wisdom modifier. You may use this ability a number of times equal to 1/4 your fighter level and regain expended uses when you finish a long rest.
Stealth Device
You have crafted a contraption that allows enhanced stealth. As an action you can activate this device. You and all creatures of your choice within 15 feet of you gain a +5 bonus to Stealth checks and can't be tracked except by magical means. This effect lasts for 10 minutes and once used it can't be used again until you finish a long rest.
Strut Your Stuff
You have created a perfume, a fancy hat, or something else, and people have a hard time resisting your requests. As an action, a creature of your choice within 30 feet must make a Wisdom saving throw, DC 8 + your proficiency bonus + your charisma modifier. On a failure, they are charmed by you per the suggestion spell, but the effect only lasts for 1 hour. Once you have used this ability you can't again until you finish a long rest.
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.
If you or any of your companions damage the target, the spell ends.
Major Modification
Upon reaching 10th level, you have developed a more powerful upgrade to your hextech weapon. Choose one of the following from the below list. At 15th level you gain a second modification.
Major Modification Options
Corrosive Rounds
Your ammunition is specially prepared to dissolve anything. The first attack you hit with on each turn deals an additional 1d4 necrotic damage.
Deflector Shield
As a bonus action you can charge a deflector shield to protect you. Once in the next minute when you would take damage, you can give yourself resistance to it. You can use this ability twice and regain expended uses when you finish a short or long rest.
Divine Arms
Your weapon has a reservoir of holy power. It deals radiant damage and once on your turn when you hit an undead, fiend, or fey creature, it must make a Wisdom save. On a failure, it must spend its action on its turn taking the dash action to move away from you.
Double Barrel
Prerequisite: Hextech Shotgun
A second barrel on your hextech shotgun makes it more lethal. You may add your Dexterity modifier to the damage roll against creatures hit with its special attack.
Elemental Conduit
Your hextech weapon has a miniature portal to an elemental plane. Once on your turn If you hit a creature with your hextech weapon, you may deal it an additional 1d8 fire, lightning, cold, or thunder damage.
Extended Magazine
Your hextech weapon is equipped with technology that increases its magazine capacity. You can fire twice as many shots before needing to reload.
Feedback Controller
Your weapon is equipped with a device that interferes with your opponents psyche. It deals psychic damage instead of the usual type. Once on your turn when you hit a creature with your weapon you can force it to make an Intelligence saving throw. On a failure, it has disadvantage on its next weapon attack, until the end of its next turn.
Hair Trigger
Prerequisite: Hextech Pistol
You may make one attack with your hextech pistol as a bonus action.
Scope
Prerequisite: Hextech Rifle
If you haven't moved yet on your turn, you may aim as a bonus action, reducing your speed to zero until the end of your turn and granting advantage on the next attack roll you make.
Shadow Siphon
Your weapon is connected to a negative energy plane. Whenever you hit a creature with a weapon attack, you gain a temporary hit point. These hit points stack up to your Constitution modifier (minimum 1).
Quick Clear
Starting at 15th level, you can quickly assess any weapon malfunctions. You may fix a misfired weapon as a bonus action instead of an action.
Ultimate Weapon
At 18th level, your hextech weapon takes its final form, with the ability to unleash a devastating attack, chosen from the options below. Once you have used this attack, you can't again until you finish a long rest.
Ultimate Weapon Options
Barrage System
As an action you fire your weapon into the air and a hail of bullets rains down. Choose a 20 foot radius area within 60 feet. Enemies inside of the area must make a Dexterity Saving throw. They take 8d8 force damage on a failed save or half as much on a successful one. In addition, allies within 30 feet of you are inspired and gain 10 temporary hit points.
Equilibrium
As an action, you activate a device on your weapon that analyzes your surroundings, gaining truesight out to 120 feet until the end of your next turn. At the beginning of each creature's turn while under this affect, you may make two weapon attack against it, ignoring your weapon's misfire chance.
Saturating Fire
Prerequisite: Hextech Pistol
Your hextech pistol can rapidly fire a hail of bullets. An an action, you project a 30 foot cone of gunfire which lasts until the end of your next turn. The area counts as difficult terrain for any enemies moving through it until the end of your next turn. In addition, all enemies in the area when you activate this ability or that end their turns in it must make a Dexterity saving throw. They take 6d10 force damage on a failure or half as much on a success.
Shockwave Blast
Prerequisite: Hextech Shotgun
Your hextech shotgun can fire with incredible power. As an action you fire your weapon at a square within 30 feet. All creatures between you and that square, as well as all creatures within 5 feet of it, must make a Strength saving throw. They take 8d8 force damage and are knocked prone on a failure, or half as much damage and are not prone on a successful one.
Sniper's Ace
Prerequisite: Hextech Rifle
Your rifle locks onto a target and fires a devastating projectile. As an action, a creature of your choice within 480 feet must make a Dexterity saving throw. It takes 10d10 + 20 force damage or half as much on a successful save. It has disadvantage on the saving throw if you are hidden from it.
The weapons are implemented as Actions granted by the subclass, not as items/equipment. As part of the action you can set the range.
For misfire, I put the firearms details in as the snippet for each action. Aka for the hextech pistol I put Reload 4, Misfire 1.
Or is that just a custom action if so how did you add the weapon property?
Woah how did you add the misfire and adjusted the range of the firearms?
If you are interested in dabbling in this class without going full into it, there is a feat available that will give you a single weapon and modification, similar to the Martial Adept feat and battle master.
https://www.dndbeyond.com/feats/399763-hextech-apprentice
I saw your post and apologize if my advice is the problem. I immediately altered my post that you linked with a warning, just in case. And then immediately came here to apologize if I gave bad advice.
I apologize for the duplicate text for all of the options. I will submit a new version once the bug affecting them is resolved.Edit: Its fixed