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Fighter Subclass: Arcane Gunslinger

Version 2.0

You may choose this subclass at level 1

Firearm Proficiency

Starting when you choose this Archetype at First Level you gain proficiency with firearms, allowing you
to add your proficiency bonus to attacks made with these weapons.

Gunsmith

Upon choosing this archetype at first level you gain proficiency with tinker’s tools and may use them to
craft ammunition, repair damaged weapons, or even craft new ones. (Dm’s discretion)

Spellcasting

Upon choosing this archetype at first level you gain the spellcasting feature. Intelligence is your
spellcasting modifier. Use the Paladin spellcasting chart for your spell-slots. You can learn spells from the
Wizard spell list. You know Two cantrips at level One, and Four at level Six. You can use your firearms as
your spellcasting focus.

Arcane Weapons

Starting at Third Level, at the Beginning of each day you may choose two firearms to attune to. (These
do not require attunement slots) These two firearms are considered magical weapons and gain access to
more grit point features.

Grit

Starting at Third Level you gain a number of Grit Points equal to your Intelligence Modifier plus half your
fighter level. You can spend grit points to perform various shots, and to change aspects of your Arcane
weapons. Grit points are Regained by three ways

Regained at the beginning of the day, up to a total of your INT modifier plus half your fighter
level

Critical Hit with a Firearm

Each time you score a critical hit with a firearm, you regain one grit point.

Killing Blow with a Firearm

Each time you reduce a creature to 0 hit points and kill them, you regain one grit point.

Deadeye Shot
Beginning at third level, you can spend a Grit point to gain advantage on your next firearm
weapon attack.

Arcane Shot

Beginning at third level, you can choose a damage type to imbue your weapon with when
attuning to it. When chosen at the beginning of the day, it is done without cost. After the first selection,
you can change this at a cost of one, two, or three grit points. Your additional damage die is a d8 at 3 rd
level, d10 at 7th level, and a d12 at 10th level.

Level | Damage Type | Grit Cost

3 | Cold | One

3 | Fire | One

3 | Lightning | One

3 | Thunder | Once

7 | Acid | Two

7 | Force | Two

7 | Poison | Two

10 | Radiant | Three

10 | Necrotic | Three

10 | Psychic | Three

Quickdraw

When you reach 7th level you gain a +2 to initiative. You can also draw and stow firearms as a
free action. You can also reload any firearm as a bonus action.

Arcane Knowledge

Starting at 7th level you have discovered ways to push your arcane mastery further than most
think possible. You can now cast spells of level two or lower that require an action as a bonus action.

Trick Shot

By 10th level, you’ve honed your aim to disable an opponent in battle. You can spend one grit
point to before making an attack roll to target a certain body part of an enemy. If the specified body part
cannot be seen or the target lacks the part in question only normal damage is suffered with no
additional effect.

Trick Shot DC = 8 + your proficiency bonus + your Dex modifier.


Headshot – On a hit, a target takes normal damage and must succeed on a constitution saving throw or
suffer disadvantage on all attacks for the next round.

Arms – On a hit, the target takes normal damage, and must succeed on a strength saving throw or drop
one held item of your choice.

Torso – On a hit, the target takes normal damage, and must succeed on a strength saving throw or be
moved ten feet away from directly away from you

Legs – On a hit, the target takes normal damage, and must succeed on a strength saving throw or be
knocked prone.

Wings – on a hit, the target takes normal damage and must make a constitution saving throw or
plummet 20 feet.

Piercing Shot

By 15th you’ve refined your deadly gunplay to precisely aim through foes and to pierce on to
others. You can spend one grit point before making an attack roll. If the attack hits every creature
behind the initial target takes half damage within your range increment.

Arcane Mastery

At 17th level you’ve turned your arcane heritage into a weapon of power. You gain one spell slot
higher than your current highest spell slot for each level until 20 th level. Casting these spells undergoes a
serious physical toll on your body. You can cast three spells of sixth or higher or Two of seventh or
higher per short rest before taking a point of exhaustion.

Vicious Intent

At 18th level your firearm attacks score a critical hit on a roll of a 19-20.

Hemorrhaging Critical

Upon Reaching 18th level, whenever your score a critical hit on an attack with a firearm the
target additionally suffers half of the damage from the attack at the end of it’s next turn.

Firearm properties

Reload – The firearm can be fired a number of times equal to its reload score before needing to be
reloaded. You Must spend one Attack, or one Action to reload.

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.

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