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Arcane Gunner

C
ooped up in his tower, the old wizard pores over Arcane Gunner Spellcasting
his books as the storm rages outside. As his Gunslinger Cantrips Spells
candle burns down to the skull on which it rests, Level Known Known 1st 2nd 3rd 4th
the night passes like any other. That is, except for 3rd 2 3 2 — — —
the pistol that rests upon the wizard's desk, at
which he intermittently glances with a mix of 4th 2 4 3 — — —
loathing and obssession. 5th 2 4 3 — — —
"Newfangled contraption" he mutters to himself, as another
spell fails to take hold. "Take me back to the days when a 6th 2 4 3 — — —
repeating crossbow was worth a pretty copper." In spite of his 7th 2 5 4 2 — —
protestations against the presence of the implement of war, 8th 2 6 4 2 — —
he persists.
At last, the machine responds to his incantations. Glowing 9th 2 6 4 2 — —
runes spiral their way around the barrel as the weapon emits 10th 3 7 4 3 — —
a vermillion aura, and suddenly it goes off with a thunderous
crash! Not the deafening snap of gunpowder, but the resonant 11th 3 8 4 3 — —
rumble of true, arcane power. "Aha! I've done it!" 12th 3 8 4 3 — —
Then the man's joy turns to bitterness as he looks at the 13th 3 9 4 3 2 —
hole in his wall, and feels the chill of the wind and the rain.
After a moment he shrugs, prepares another pair of bullets, 14th 3 10 4 3 2 —
and aims at the bricks around the hole. "Fabricate! Web!" And 15th 3 10 4 3 2 —
with that taken care of, he snuffs the candle and goes to bed. 16th 3 11 4 3 3 —
17th 3 11 4 3 3 —
Gunslinger Specialties 18th 3 11 4 3 3 —
The arcane gunner is an additional specialty for the
gunslinger class, available on Dungeon Master's Guild at 19th 3 12 4 3 3 1
http://www.dmsguild.com/product/213066. 20th 3 13 4 3 3 1

Arcane Gunner
Prerequisite: grit ability is Intelligence.
It was only a matter of time after the invention of the firearm Spells Known of 1st-Level and Higher. You know three
that various wizards and artificers would attempt to improve 1st-level wizard spells of your choice. The Spells Known
it with magic. By combining the advanced artifice of the column of the Arcane Gunner Spellcasting table shows when
present age with arcane secrets of the multiverse, you learn more wizard spells of 1st-level or higher. Each of
technomancers have transformed the firearm from a mere these spells must be of a level for which you have spell slots.
weapon into a catalyst of magic. For instance, when you reach 7th level in this class, you can
learn one new spell of 1st or 2nd level.
Spellcasting Whenever you gain a level in this class, you can replace one
When you reach 3rd level, you augment your gunslinging of the wizard spells you know with another spell of your
prowess with the ability to cast spells. See chapter 10 for the choice from the wizard spell list. The new spell must be of a
general rules of spellcasting and chapter 11 for the wizard level for which you have spell slots.
spell list. Spellcasting Ability. Intelligence is your spellcasting
Cantrips. You learn two cantrips of your choice from the ability for your wizard spells, since you learn your spells
wizard spell list. You learn an additional wizard cantrip of through study and memorization. You use your Intelligence
your choice at 10th level. whenever a spell refers to your spellcasting ability. In
Spell Slots. The Arcane Gunner Spellcasting table shows addition, you use your Intelligence modifier when setting the
how many spell slots you have to cast your spells of 1st level saving throw DC for a wizard spell you cast and when making
and higher. To cast one of these spells, you must expend a an attack roll with one.
slot of the spell's level or higher. You regain all expended spell Spell save DC = 8 + your proficiency bonus + your
slots when you finish a long rest. Intelligence modifier
For example, if you know the 1st-level spell grease and
have a 1st-level and a 2nd-level spell slot available, you can Spell attack modifier = your proficiency bonus + your
cast grease using either slot. Intelligence modifier

PART 1 | CLASSES 1
Magic Bullets
When you choose this specialty at 3rd level, you learn how to
store spells in your ammunition. You can cast any spell or
cantrip you know on a piece of ammunition, spending a spell
slot, material components, and time as normal. Instead of
being released as magic, the spell's power becomes stored
within the ammunition. You can only have one piece of
ammunition with one stored spell at a time. If you cast
another spell this way, the first spell wears off with no effect.
A stored spell also wears off when you finish a long rest.
Once you have a spell stored within a piece of ammunition,
you can use your action to make a single ranged weapon
attack with it while performing additional verbal and somatic
components. The spell is released from the ammunition, and
it is cast directly in front of whatever the ammunition hits, in
the same direction that the ammunition was travelling.
If the spell would normally target one or more creatures, it
can only target a creature that was hit by the ranged weapon
attack. If the spell requires concentration, you can only
maintain concentration on it while within the spell's range, as
usual. The ammunition can also be used for normal ranged
weapon attacks, in which case it has no special effect.
Conjure Ammunition
Starting at 7th level, you can magically conjure ammunition.
When you finish a long rest, you can create any mix of
arrows, bolts, bullets, shot, and stones, so long as you conjure
no more than 10 pieces of ammunition total. At your DM's
discretion, you may be able to conjure other kinds of
ammunition as well. The conjured ammunition ceases to
exist after 1 day.
Technomancer Apprentice
By 9th level, you are more familiar with the intersection of
magic and technology. You have advantage on Intelligence
(Arcana) checks to devise the purpose, working, and
operation of magical machines.
Force Shot
Starting at 11th level, your ranged attacks with ammunition
weapons count as magical for the purpose of overcoming
resistance and immunity to nonmagical attacks and damage,
and deal an additional 1d6 force damage on a hit.
Arcane Arsenal
Starting at 15th level, you can have any number pieces of
ammunition with stored spells simultaneously, provided you
have sufficient spell slots, material components, time, and
ammunition. Each piece of ammunition can still only hold
one spell.

2 PART 1 | CLASSES

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