Arcane Gunslinger

Arcane Gunslinger: Some say only a madman would mix magic and firearms. An Arcane Gunslinger would respond “I must be mad then”, before shooting a blue magic infused bullet through their head.

Hit Points:

Hit Dice: 1d6 per Arcane Gunslinger level.

Hit Points at 1st Level: 6 + Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Arcane Gunslinger level after 1st

Proficiencies:

Armor: Light

Weapons: Simple Weapons, Firearms

Tools: Gunsmith tools

Saving Throws: Dexterity, Intelligence

Skills: Choose two from Arcana, History, Medicine, Perception, and Stealth

Starting Wealth:

5d4 x 10gp

            Proficiency                           Cantrips           Spell Slots per Spell Level

Level       Bonus      Features      Known  1st  2nd  3rd  4th  5th  6th  7th  8th  9th

1

+2

Arcane Weapon Forging, Spellcasting

2

2

2

+2

Marksman

2

3

3

+2

Arcane Shot

2

4

2

4

+2

Ability Score Improvement

3

4

3

5

+3

3

4

3

2

6

+3

Extra Attack

3

4

3

3

7

+3

Elemental Shot

3

4

3

3

1

8

+3

Ability Score Improvement

3

4

3

3

2

9

+4

Run and Gun

3

4

3

3

3

1

10

+4

4

4

3

3

3

2

11

+4

Improved Arcane Shot

4

4

3

3

3

2

1

12

+4

Ability Score Improvement

4

4

3

3

3

2

1

13

+5

4

4

3

3

3

2

1

1

14

+5

4

4

3

3

3

2

1

1

15

+5

Gunslinger Archetype

4

4

3

3

3

2

1

1

1

16

+5

Ability Score Improvement

4

4

3

3

3

2

1

1

1

17

+6

4

4

3

3

3

2

1

1

1

1

18

+6

5

4

3

3

3

3

1

1

1

1

19

+6

Ability Score Improvement

5

4

3

3

3

3

2

1

1

1

20

+6

Taste of Death

5

4

3

3

3

3

2

1

1

1

Spellcasting:

  • Cantrips at 1st level you know 2 cantrips of your choice from the wizard spell list. You learn additional cantrips of choice at higher levels. As shown in the Cantrips Known column in the Arcane Gunslinger table

  • Spellbook you can prepare a number of wizard spells in your spellbook equal to your Intelligence modifier + your Arcane Gunslinger level these spells must be a level of which you have a spell slot level of.

  • Spellcasting Ability your spellcasting ability is Intelligence.

    • Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier

    • Spell Attack Modifier =  your proficiency bonus + your Intelligence modifier

Arcane Weapon Forging You can forge renaissance or steampunk-style weaponry or equipment. And enchant them with magic energy. The DM must judge whether an item is craftable, what materials are required and how long it will take to make. A  Arcane Gunslinger also requires their Gunsmith Tools to craft such items. You can also modify existing weapons with this ability. (treat all weapons made this way as magic weapons)

Marksman You gain +2 bonus to attack rolls made with Firearms.

Arcane Shot Instead of taking a regular Attack Action, You can infuse magic through your firearm causing your next attack with it to deal an extra 1d8 arcane damage. You can use arcane shot a number of times per day equal to ? your Arcane Gunslinger level (minimum of 1) + your Intelligence modifier. Beginning at level 11 your Arcane Shot deals an extra 1d10 arcane damage instead.

Extra Attack Beginning at 6th level you can attack twice, instead of once when you rake the Attack action on your turn.

Elemental Shot As a bonus action You infuse elemental magic through your firearm causing your next attack with it to deal elemental damage, choose which type of damage from the table below. You can use Elemental Shot a number of times per day equal to ? your Arcane Gunslinger level (minimum of 1) + your Intelligence modifier (This can be used with Arcane Shot).

                            Fire                    Ice                Lighting               Air                  Acid

Damage

1d6

1d4

1d4

1d6

1d4

Conditions

Slows target movement by 10ft cannot stack

Bonus damage against automaton

Can corrode metal

Run and Gun When you Dash as a action you may use your bonus action to make an attacking using a Firearm. 

Taste of Death: Once per long rest you can make an attack with advantage, you pour a massive amount of magical energy into your firearm causing your next attack to have a chance to insta kill. Target makes a Constitution save, the DC is equal to your Spell Save DC. On a failed save target instantly dies. On a successful save target takes an extra 2d10 arcane damage.

Created By Joshua Paugh

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