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Arcane Gunner

eginning when you select this archetype at - The enemy must make a Constitution saving  

B
Cold
3rd level, you gain proficiency with throw. On a fail, The bullet freezs the enemy solid for
renaissance style firearms and tinker’s tools. 2 rounds. The enemy is incapacitated for the
You know your guns inside out. By spending duration. If you hit this enemy with another attack
1 hour and 10 gold pieces, you are able to while it is frozen, it will shatter, taking an additional
mend any damage to your guns and repair damage dice. On a success, the enemy’s move speed
any broken parts, as a action, bonus action or is reduced to 0 until the start of their next turn.
a single attack you can reload one firearm. Fire - The enemy must make a Constitution saving
As well as knowledge about your guns, you are able to throw. On a fail, the bullet ignites the enemy for 2
craft ammunition for them. By using gunpowder, other rounds, causing them to take 1d6 Fire damage per
necessary resources, 10 gold and 1 hour, you can craft round. At the end of this period, it detonates with
30 ammo of any kind for your guns. 4d6 of Fire damage within a 10 foot radius. On a
success it takes half damage.
Imbued Shot Lightning - The enemy must make a Constitution
At 3rd level by gathering magic forces within you, you saving throw. On a fail, Lightning erupts from the
manage to infuse your weapon with an arcane element target, chaining to nearby foes in a 10 foot radius.
of your choice. For the next 2 shots you deal 1d4 extra The chain continues from already chained enemies
damage as the element type, you can expend a 1st level to others within a 5 foot radius. The damage taken
spell slot to infuse one more bullet with the damage, at scales down with each chain. Starting at 1d8, ending
subsequent spell slots level the damage increases by at 1d4. On a success, the chain will only stack once,
1d4 and infuse one more bullet. and deal half damage.
The elements that can be chosen from are Acid, Cold, Radiant - The enemy must make a Constitution
Fire, Lightning, Radiant, Poison and Necrotic. Saving Throw, on a failed save, the bullet flashes
before impact, blinding them until their next turn,
Afterblaze and will take additional Radiant damage equal to
When an enemy gets hit by two or more of your imbued your wisdom modifier. On a success, the enemy is
shots, depending on the type of element you used to not blinded.
imbue the shot, the enemy gets a debuff on their first Necrotic - On a hit, roll a d6. On a 4 or above, the
turn after they get hit. bullet is refunded. The bullet applies a Necrotic
Mark on the enemy, which lasts for 2 rounds. If the
Acid: the enemy takes 1d6 damage and the weapon enemy is killed in this time, you regain hitpoints
they use has a -2 to any damage it deals. igual to your winsdom modifier + yours proficiency
Cold: the enemy takes 1d6 cold damage and their bonus.
movement is slowed with 10 feet. Poison - The bullet erupts in a cloud on impact with
Fire: the enemy takes 1d10 fire damage. the target, taking up a 10 foot sphere. The enemies
Lightning: the enemy takes 1d6 lightning damage inside must make a Constitution Saving Throw, on a
and their cant use reactions. failed save, they are poisoned for 2 rounds, taking
Radiant: the enemy takes 1d6 of radiant damage or 2d6 Poison damage per round.
2d6 if the enemy is undead.
Necrotic: the enemy takes 1d6 necrotic damage and Quickdraw
is unable to regen health. Starting at 7th level, you add your proficiency bonus to
Poison: the enemy takes 1d6 poison damage and has your initiative, at the first turn you have advantage on
desavantage on next attacks. your attacks against creatures that haven’t had ther turn
All of these effects last until the end of that enemies yet doing a 1d6 extra damage at each attack. In
turn, after which they subside. if they are hit by three or addition, you may now stow one firearm and then draw
more of your imbued shots, depending on the type of another as a single object interaction.
element you used to imbue the shot, they suffer the Deadshot
following effects. When attacking at long range your firearm attacks score
Acid - The enemy must make a constituion saving a critical hit on a 19 or 20 and adds your wisdom
throw. On a fail, the target AC is is reduced by 1d4 modifier to the critical damage.
per 2 rounds.  
ArchGunner  
After a while you’ve become quite accustomed to your
guns. Starting at 11th level, when you take the attack
action you can make one extra attack. Choose between
Marksman and Double Ace:
Marksman
When wielding a one-handed weapon, it gains the
versatile property, increasing its damage die by one
category. Making a ranged weapon attack on a target
that is more than 60 ft. away deals one extra weapon
dice as bonus damage.
Double Ace
While wielding a pistol in each hand casting spells no
longer requires somatic components, the nimble nature
of this style allows you to use a bonus action to reload
both weapons at once. If you hit two or more shots at
the same target yours next attack has advantage. Only
the primary pistol can shoot Imbued Shots.
Wait for it
Starting at 15th level, yours Deadshot changes to 18, 19
and 20 and in addition the creature recives half of the
damage again at the start his next turn.
 

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