Base Class: Fighter
Like gunslinger, but with extra magic. Very nice.
Based on the original Gunslinger Fighter Archetype home-brewed by Matthew Mercer.
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, 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 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 try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
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) |
Light, reload 1, misfire 1
|
| Pistol | 150g | 4g (20) | 1d10 piercing | 3 lb. | (60/240) |
Reload 4, misfire 1
|
| Musket | 300g | 5g (20) | 1d12 piercing | 10 lb. | (120/480) |
Two-handed, reload 1, misfire 2
|
| Pepperbox | 250g | 4g (20) | 1d10 piercing | 5 lb. | (80/320) |
Reload 6, misfire 2
|
| Blunderbuss | 300g | 5g (5) | 2d8 piercing | 10 lb. | (15/60) |
Reload 1, misfire 2
|
| Bad News | Crafted | 10g (5) | 2d12 piercing | 25 lb. | (200/800) |
Two-handed, misfire 3, explosive
|
| Hand Mortar | Crafted | 10g (1) | 2d8 fire | 10 lb. | (30/60) |
Reload 1, misfire 3, explosive
|
Arcane Grit Points
At 3rd level, you gain a number of Arcane Grit Points as displayed in the spellcasting table for this archetype. You may use Arcane Grit to use some of the archetype's features, or you may use them to regain expended spell slots. You may also use spell slots to regain Arcane Grit Points. Arcane Grit Points are replenished when you finish a short or long rest.
Arcane Grit Table
| Spell Slot Level | Arcane Grit Points |
| 1st | 1 |
| 2nd | 2 |
| 3rd | 3 |
| 4th | 4 |
Spellcasting
When you reach 3rd level, you augument your martial prowess with the ability to cast spells.
Arcane Ammunition
At 3rd level, you can spend an Arcane Grit Point to change the Firearm's damage type from Piercing to any of the following; Fire, Cold, Lightning, Radiant, Necrotic, Acid, or Posion. Any additional Arcane Grit Points will add a d4 of the chosen damage type to the damage roll. The added d4s change to d6s at 10th level.
Quickdraw
When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
Quick Cantrip
At 7th level, when you use your action to make a ranged weapon attack, you can cast a Cantrip as a bonus action.
Blink
At level 10, when you use your action to make an attack, you can immediately spend 2 Arcane Grit Points to teleport up to half of your movement speed. If you are hit by an attack, you can spend 2 Arcane Grit Points, and roll a d6. On a 4 or higher, you may blink up to half your movement speed, causing the attack to potentially miss. Additionally, you may use this ability to teleport a bullet. Using this ability this way allows you to double the range of a Firearm.
Improved Arcane Ammunition
At 10th level, when you hit an enemy with an Arcane Ammunition attack, you can spend an extra Arcane Grit Point to cause the attack to have different effects.
Fire - The enemy must make a Constitution saving throw. On a fail, the bullet ignites the enemy for 1d4-1 rounds, causing them to take 1d6 Fire damage per round. At the end of this period, it detonates with 4d6 of Fire damage within a 10 foot radius. On a success it takes half damage.
Cold - The enemy must make a Constitution saving throw. On a success, The bullet freezs the enemy solid for 1d4-1 rounds. The enemy is incapacitated for the duration. If you hit this enemy with another attack while it is frozen, it will shatter, taking an additional damage dice. On a success, the enemy's move speed is reduced to 0 until the start of their next turn.
Lightning - The enemy must make a Constitution saving throw. On a fail, Lightning erupts from the target, chaining to nearby foes in a 10 foot radius. The chain continues from already chained enemies to others within a 5 foot radius. The damage taken scales down with each chain. Starting at 1d8, ending at 1d4. On a success, the chain will only stack once, and deal half damage.
Radiant - The enemy must make a Constitution Saving Throw, on a failed save, the bullet flashes before impact, blinding them until their next turn, and will take additional Radiant damage equal to your Intelligence modifier. On a success, the enemy is not blinded.
Necrotic - On a hit, roll a d6. On a 4 or above, the bullet is refunded. The bullet applies a Necrotic Mark on the enemy, which lasts for 2 rounds. If the enemy is killed in this time, they are brought back as undead, and use the statics for the Zombie in the Monster Manual. It is not under your control, and will attack anyone near it.
Poison - The bullet erupts in a cloud on impact with the target, taking up a 10 foot sphere. The enemies inside must make a Constitution Saving Throw, on a failed save, they are poisoned for 1d4-1 rounds, taking 2d6 Poison damage per round.
Lightning Reload
Starting at 15th level, you can reload any firearm as a bonus action.
Quick Spell
At 15th Level, when you use your action to make a ranged attack, you can spend Arcane Grit Points to cast a spell as a bonus action. The level of the spell cast is equal to the number of Arcane Grit Points expended.
Gunslinger's Focus
At 18th Level, you learn to channel arcane enrgy into yourself, slowing time from your perspective. You can spend 5 Arcane Grit Points as an action to take 2 turns in a row, during which you can use actions and move as normal.
The effect ends if you move to a place more than 1,000 feet from the location where you cast it.
You can use this ability once per long rest.







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Posted May 29, 2020DEX and INT! DEX for using ranged weapons, INT for spell casting using Wizard techniques.
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Posted May 28, 2020what would be the ability score priorities for this subclass and why?
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Posted Feb 12, 2019Spell list was a bit of a mess up on my part, working on a version 2.
I quite like the blink ability but had the same concerns as you. Is there any way you can think of that may balance it a bit?
Thanks!
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Posted Feb 12, 2019Works exactly the same way Eldritch Knight does!
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Posted Feb 10, 2019My only advice is that blink seems really strong and I don't see a spell list anywhere.
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Posted Feb 8, 2019How many spell slots of each level does an Arcane Gunslinger end up getting? Like how many Cantrips, Level 1, Level 2, Level 3, etc. slots do they get?