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Gun Hexen

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Gun Hexen
An averial soars lazily through the sky, wind in their face when
the sound of a motor is heard. Bursting through a cloud is a
ship with men at the rails leveling rifles. With a quick
incantation, dense fog coalesces around the averial removing
her from sight and in that moment a loud bang rings out, a
flaming projectile splits the fog that shrouded her only
moments ago, before the fog moves to fill the hole you can see
her sighting down the smoking barrel of a rifle.
An Orochi sitting atop a horse drawn card laden with goods
crosses a bridge. The horse startles and stops as a group of
rough looking dwarves emerge from beneath the bridge. They
hold out their hands expecting a toll while a few circle round
back to begin taking the Orochis goods. Before they can move
more then a few paces the orochi pulls out four pistols and in a
blur of movement fires off two quick shots sending the would
be bandits scampering away through wind and fire.

Times Are Changing


Gun Hexens are witches born into a world of technology. With
new and powerful weapons available to the people , the power
of the arcane must adapt or become obsolete. Gun hexens have
set aside the traditional manipulation of magic which could take
years to master and only some were capable of doing so to
begin with, and injected the destructive tools of the modern era
into their teachings, the firearm. Creating pact guns a gun
hexen is able to channel their arcane powers in new ways never
before dreamed of.

Magic Augmentation
A Gun Hexen augments their innate magic potential by
channeling it through their firearms and crafting charms. While
they have forgone traditional methods of magic, they intern
lack the ability to create truly destructive displays of raw magic
often associated with wizards and witches. However, they have
taken and mastered simple magics with the help of charms,
their skill in channeling the aether through modern guns makes
up for this by taking something already deadly and making it
even more so. They are effectivly a new breed of witches.

Memories of Old
While a gun hexen does not practice magic in its traditional
methods they have not completely washed their hands of it, but
rather have made their self less reliant on it. They are still
capable of bringing to bear bolts of lightning and creating thick
miasma, but the level on which they can do so has waned. Most
often this “old magic” is used to confound enemies so that they
are easier targets for a well placed shot.

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Proficiencies
Armor: Light armor
The Gun Hexen Weapons: Simple Weapons, Martial Weapon
Proficiency Tools: Gunsmith Tools
Level Bonus Features Blasts Cantrips Charms
Saving Throws: Dexterity, Charisma
Pact Gun, Skills: Arcana, History, Insight
1st +2 Æther Sling, ─ 3 ─
Charms Equipment
You start with the following equipment (or 3d4x10 gp), in
Charms, addition to the equipment granted by your background:
2nd +2 Mysterious ─ 3 1
• An adventurers pack
Wanderer
• Leather Armor
Archetype, • Any simple firearm
3rd +2 1 3 1
Blasts • A dagger
Ability Score Pact Gun
4th +2 2 4 2
Improvement
You learn a ritual that imbues your firearm with a spark of the
5th +3 Aether Shot 2 4 2 arcane, creating a Pact Gun. Choose a simple firearm and
Charged Shot, choose a damage type from acid, cold, fire, and lightning. Your
6th +3 2 4 3 pact guns damage dice is that of the chosen firearm and its
Empathy
damage type is the one you selected upon it`s creation. You can
Archetype have no more the two pact guns at a given time. You can
7th +3 3 4 3
Feature perform the ritual over the course of 1 hour, which can be done
Ability Score during a short rest. Additionally you can transform up to two
8th +3 3 5 3 magic firearms into your pact gun by performing a special ritual
Improvement
while you hold the weapon over the course of 1 hour.
9th +4 Dead Eye 3 5 3
Once you have bonded a weapon to yourself, you can’t be
Archetype disarmed of that weapon unless you are incapacitated. If it is on
10th +4 3 5 4
Feature the same plane of existence, you can summon that weapon as a
bonus action on your turn, causing it to teleport instantly to
11th +4 Kip Up 4 5 4
your hand, but may only summon one at a time. If you attempt
Ability Score to bond with a third weapon, you must break the bond with one
12th +4 4 6 4
Improvement of the other two.
13th +5 Blast Zone 4 6 4 Aethersling
14th +5 Ricochet 4 6 5 Your studies into manipulating the arcane for enhancing your
Archetype firearms has allowed you to learn unique magics meant to be
15th +5 5 6 5 channeled through your firearm. You learn two cantrips from
Feature
the Gun Hexen spell list and gain additional cantrip as you level
Ability Score up, detailed in the class block. Your spellcasting ability for these
16th +5 5 7 5
Improvement
cantrips is Wisdom.
17th +6 Hip Shooter 5 7 5
Charms
Archetype Starting at 2nd level you learn to craft small charms imbued
18th +6 6 7 5
Feature
with magic, the first step to mastering blasts. You learn to craft
Ability Score a number of charms indicated in the charm section of the class
19th +6 6 8 6
Improvement table. When you gain a level inn this class you can choose to
replace an existing charm for a new one. The list of charms is
20th +6 Master Blaster 6 8 6
detailed at the end of the class.

Mysterious Wanderer
You are shrouded in mystery, making it hard for people to track
you down. You don't usually raise suspicion, and others have
Class Features disadvantage on Intelligence checks to recall information about
As a Gun Hexen you gain the following features you.

Hit Points
Hit Dice: 1d8 per gun hexen level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per gun hexen level after 1st

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You may use Wisdom in place of Charisma for Persuasion
Dear Brother, checks.
I could hardly believe it the first time I saw it! Dead Eye
A woman pulled out a firearm, took aim and Beginning at 9th level, you can use your reaction to deflect a
ranged attack when you or another creature within 30 feet is
BAM! Torrents of brimstone just exploded from hit by a ranged weapon attack. When you do so, the damage
you take from the attack is reduced by 1d10 + your Dexterity
the barrel! I was not expecting that. It was modifier + your gun hexen leveI.
incredible, though I doubt the hobgoblins If you reduce the damage to 0,you can bounce the missile if it
is smalI enough for you to hold in one hand at another target
thought as much. They seemed busy trying to within the missiles minimum range, making an attack against
them as part of the reaction. You make this attack with
put themselves out and all.
-Breya proficiency, regardless of your weapon proficiencies and deal
the weapons damage.

Blasts Kip Up
Starting at 3rd level you learn the pinnacle of the gun hexens Starting at 11th level you may quickly put yourself back on your
art, blasts. Devistating mannipulations of magic meant to be feet. When you are prone, standing up uses only 5 feet of your
channeled through a firearm. You learn a number of blasts as movement.
indicated in the blast column of the class table. When you gain a
Blast Zone
level in this class you can replace a blast you know with a new
one. The list of blasts is detailed at the end of the class Beginning at 13th level, your blast is available whenever battle
starts. If you roll initiative and have no uses of Blasts
Hexen Archetype remaining, you regain one use of it.
At 3rd level, you choose an archetype that you strive
Hip Shooter
to emulate in your combat styles and aether
weaving. Choose Spell Shot or Arcane Slinger, Beginning at 17th level, you do not suffer disadvantage when
all detailed at the end of the class description. making ranged attacks in melee. In addition, the first time you
The archetype you choose grants hit a creature with a ranged attack who is no more then 5 feet
you features at 3rd level and away you deal extra damage equal to your proficiency bonus.
again at 7th, 10th, 15th, and 18th
level.

Ability Score Improvement


W hen you reach 4th level, and
again at 8th, 12th, 16th, and 19th
level, you can increase one ability score
of your choice by 2, or you can increase two
ability scores of your choice by 1. As normal, you
Master Blaster
can’t increase an ability score above 20 using At 20th level you may choose one blast that you know.
this feature. Whenever you charge this blast you do not lose the use of
it
Aether Shot
Beginning at 5th level, when you use your
action to cast a cantrip, you can make one
weapon attack as a bonus action.

Charged Blast
At 6th level you learn to improve your
blasts. When you apply a blast to an
attack you may use a bonus action to
charge it, granting the charged effect
in addition to any other effects. If you
charge a blast you may not use that blast
again until you complete a short or long rest.

Empathy
You have learned how to use empathy to read
people, and respond with what they want to
hear instead of trying to weave an argument.

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Hexen Archetype
All Gun Hexens pursue a path to hone their skills too different
ends. Your choice determines what direction best suites your
Gun Hexen style. Will you delve into more traditional magics, or
become a master marksman.

Arcane Slinger
The Arcane Slinger combines the martial mastery common to
all gun hexen with careful study of magic. Gun Hexen use
technoques similar to their forbearers but learn a smaller
number of spells, committing them to memory. The Arcane
Slinger uses their magic for additional protection in combat and
to hamper their foes.

Spellcasting
When you reach 3rd level, you augment your martial prowess
with the ability to cast spells like witches and wizards of old.
Spell Slots. The Arcane Slinger Spellcasting table shows how
many spell slots you have to cast your spells of 1st level and
higher. To cast one of these spells, you must expend a slot of
the spell’s level or higher. You regain all expended spell slots
when you finish a long rest. For example, if you know the 1st-
level spell shield and have a 1st-level and a 2nd-level spell slot
available, youcan cast shield using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-
level spells of your choice. You may choose spells from any
class, but may only choose abjuration and enchantment
The Spells Known column of the Arcane Slinger Spellcasting
table shows when you learn more spells of 1st level or higher.
Each of these spells must be of a level for which you have spell
slots. For instance, when you reach 7th level in this class, you
can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one
of your spells you know with another spell of your choice. The
new spell must be of a level for which you have spell slots
Spellcasting Ability. Intelligence is your spellcasting ability
for your wizard spells, since you learn your spells through
study and memorization. You use your Intelligence whenever a
spell refers to your spellcasting ability. In addition, you use
your Intelligence modifier when setting the saving throw DC for
a w izard spell you cast and when making an attack roll with
one.

Spell save DC = 8 + your proficiency bonus + your Wisdom


modifier
Spell attack modifier = your proficiency bonus + your
Wonstitution modifier

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Arcane Slinger Spellcasting Witches Sight
Gun Hexan Spells Starting at 10th level, you can use your action to increase your
Level Known 1st 2nd 3rd 4th powers of perception. When you do so, choose one of the
following benefits, which lasts until you are incapacitated or
3rd 3 2 — — — you take a short or long rest. You can’t use the feature again
4th 4 3 — — — until you finish a rest.

5th 4 3 — — — Darkvision. You gain darkvision out to a range of 60 feet, as


described in chapter 8.
6th 4 3 — — — Ethereal Sight. You can see into the Ethereal Plane within 60
7th 5 4 2 — — feet of you.
Greater Comprehension. You can read any language.
8th 6 4 2 — —
See Invisibility. You can see invisible creatures and objects
9th 6 4 2 — — within 10 feet of you that are within line of sight.
10th 7 4 3 — — Phase Rush
Starting at 14th leveI, you can use your action to teleport up to
11th 8 4 3 — —
60 feet to an unoccupied space that you can see. Alternatively,
12th 8 4 3 — — you can choose a space within range that is occupied by a Small
13th 9 4 3 2 — or Medium creature. If the creature is not willing then it must
make an Intelligence saving throw. On a failed save you both
14th 10 4 3 2 — teleport, swapping places. Once you use this feature, you can't
15th 10 4 3 2 — use it again until you finish a short or long rest or you cast an
abjuration spell of 1st levei or higher.
16th 11 4 3 3 —
17th 11 4 3 3 —
18th 11 4 3 3 —
19th 12 4 3 3 1
20th 13 4 3 3 1

Sixth Sense
Starting at 3rd level your training has honed your combat
instincts, allowing you to react with uncanny speed and
accuracy. When you finish a long rest, roll two d20s and record
the numbers rolled. You can replace any attack roll, saving
throw, or ability check made by you or a creature that you can
see with one of the recorded rolls rolls. You must choose to do
so before the roll, and you can replace a roll in this way only
once per turn. Each recorded roll can be used only once. When
you finish a long rest, you lose any unused recorded rolls.

Aether Shield
Starting at 7th level, you can weave magic around yourself for
protection. When you cast an abjuration spell of 1st level or
higher, you can simultaneously use a strand of the spell’s magic
to create a magical ward on yourself that lasts until you finish a
long rest. The ward has hit points equal to twice your Gun
Hexen + your Intelligence modifier. Whenever you take damage,
the ward takes the damage instead. If this damage reduces the
ward to 0 hit points, you take any remaining damage. While the
ward has 0 hit points, it can’t absorb damage, but its magic
remains. Whenever you cast an abjuration spell of 1st level or
higher, the ward regains a number of hit points equal to twice
the level of the spell. Once you create the ward, you can't
create it again until you finish a long rest.

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Marksman The Roost
At 10th level, when you make a Ranged Weapon Attack while
The aim of your training has been to deliver death from a
hidden you make a Dexterity (Stealth) check contested by
distance, as great a distance as you can. But snipers are as
highest Wisdom (Perception) of present enemies, if you win the
diverse as they are dangerous. They are Tinkers’ who create
contest your position is not revealed.
new inventions, guardians of nature who defend ancient woods,
If you spend 10 minutes you can set up a defensive firing
and scouts who stalk the far edges of a battlefield. Snipers are
position. While in this position you have half Cover against
more than just their tools: patience, preparation, and strategy
Ranged attacks, if you are Prone then this bonus increases to
are key to every successful operation.
three quarters cover.
Long Shot
Overwatch
Starting at 3rd level you no longer suffer disadvantage when
Starting at 15th level, you can use a reaction to make a ranged
making a ranged attack at its long range.
attack against an enemy that moves 5 feet or more within your
Additionley as a bonus action, you give yourself advantage
range.
on your next attack roll on the current turn. You can use this
bonus action only if you haven’t moved during this turn, and Rail Gun
after you use the bonus action, your speed is 0 until the end of Starting at 18th, your attacks hit with such force that they can
the current turn pierce through multiple creatures. After making a successful
High Ground weapon attack, the weapon or ammunition can pierce through
to hit other creatures, as long as the other creature are within
Starting at 7th level, when you are on higher elevation then
range and in a direct line from you and the initial target to get
your target your shots become more deadly. For every 10 feet
hit. You must make a new attack roll against each creature to
of elevation you have above the target of your attack, you deal
see if the attack hits it, but it does not count as a new attack
an additional 1d8 damage up to a maximum of 5d8.
action.
In addition you do not suffer disadvantage with your ranged
attacks from being prone

in g dow n my ba rrel I se e my target


u to appear, look
I wait in the shadows for yo ad, the ne xt just a co rp se on the field
ear. O ne mom ent a soldier with heart and he
cl
of the dead. M a rk sma ns Poem
-A

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Spells

Cantrips (0 Level) Decomppose Mending Shooting Star


Aaero Shot Diablism Minor Divination Silence Shot
Acid Spray Encode Thoughts Minor Illusion Soul Shackle
Air Lift Flame Gout Mold Earth Spark Rain
Blade Ward Friends Origami Tracer

Minds
Gust
Ma t Minor
nifesForce gics
MaPrestidigitation Thunderclap
overb
Conjure Mist
ager
MeFlames PrStrike
HexenWarp
Interposing Pyre Retreat True
Resistance -Gun
Control
Create Bonfire Kinetic Blast
Dancing Lights Light Rime Shot Whirlwind Dennial
Mage Hand Shape Water

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Aaero Shot Conjure Mist
Evocation Cantrip Conjuration Cantrip
Casting Time: 1 action Casting Time: 1 action
Range: as weapon Range: 30 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: concentration
You launch a bolt of compressed air towards a creature within A sudden mystical fog fills a 10 foot radius around the caster.
range. Make a ranged spell attack against the target. On a hit, This fog billows out from the caster’s body and lightly obscures
the target takes 1d8 bludgeoning damage. all visibility within that radius, granting partial cover to all
A target hit by a bolt must make a Strength saving throw or within.
be pushed back 5 feet.
The spell creates more than one bolt when you reach higher Diablism
levels: two boltss at 5th level, three bolts at 11th level, and four Necromancy Cantrip
bolts at 17th level. You can direct the bolts at the same target or Casting Time: 1 action
at different ones. Make a separate attack roll for each bolt. Range: 5 feet
Components: S
Acid Spray Duration: 1 hour
Evocation cantrip
This spell channels a small amount of necrotic energy to the
Casting Time: 1 action users finger tips, that novice necromancers use for practicing
Range: As Weapon the dark arts in a safer, controlled way. You create one of the
Components: V, M (a weapon) following magical effects within range:
Duration: Instantaneous
Touch an object. Centering on that object, in a 20 foot
As part of the action used to cast this spell, you must make an radius, bright light becomes dim light, and dim light becomes
attack with a weapon against one creature otherwise the spell darkness for 1 minute.
fails. On a hit, the target suffers the attack's normal effects, and An object you touch lightly decays. Wood rots, glass cracks,
green ichor splashes onto the creature. The creature takes an flowers wilt. This effect isn't strong enough to effect
additional 1d8 acid damage at the beginning of it`s next turn. creatures, but it can effect the things they wear, such as
This spell's damage increases when you reach higher levels. causing a leather belt to rot and fall away.
At 5th level, the attack deals an extra 1d8 acid damage to the You can reanimate a small or tiny 0 CR creature for 24
target and 1d8 at 11th level and 17th level. hours. It is undead and obeys all of your commands to the
best of it's abilities. You cannot use this effect again until the
Adhere reanimated creature dies, or the effect ends.
Transmutation Cantrip
You can dismiss either of the non-instantaneous effects as an
Casting Time: 1 action action.
Range: Touch
Components: V, S Dear Sister,
Duration: 1 minute
That sounds incredible! I heard another
You reach out your hand and touch two objects with your mysterious gunslinger wielding strange
thumb and pinky finger. looking pistols of crystal was seen in the next
This spell causes an object no larger than 1 foot in any
kingdom. With the news of beasts becoming
dimension that you are holding to stick to another object of
your choice that it is touching. The adhesion can support no
more active, it seems these 'Gun Hexens' too
are roused, for better or worse.
-William
more than 25lbs, otherwise the objects become unstuck and the
spell ends.
The weight the adhesion can support increases with caster
level: 50lbs (5th level), 100lbs (11th level), and 200lbs (17th level).

Airlift
Conjuration Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour
You place your hand upon an object no heavier than 500lbs. A
frictionless cushion of air forms under the object allowing it to
freely move when given a push/pull.

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Flame Gout You discern the target's birth month (or season).
Evocation cantrip You discern the target's exact height and weight.
You discern the target's placement within an arbitrary but
Casting Time: 1 action astrologically generated system you are both familiar with,
Range: As weapon such as the target's astrological sign, affiliated element, or
Components: V, M (a weapon) tribal animal.
Duration: Instantaneous You discern a single piece of information about the target,
such as the target's handedness, favorite food or color, or a
As part of the action used to cast this spell, you must make an
number the target is currently thinking of. The target must
attack with a weapon against one creature otherwise the spell consider the information—and its dissemination—
fails .Make an attack roll and compare the result to each inconsequential.
creature in a 15 foot cone originating from your position. Each
hit creatures takes 2d4 fire damage and you are pushed back 5 Because the information is generated by the target's own
feet. mind, any faulty information believed by the target will be
This spell's damage increases when you reach higher levels. passed along by the spell. While this spell is primarily used to
At 5th level, the attack deals an extra 1d4 fire damage, and entertain, an unscrupulous diviner could use the confidence
increase by 1d4 at 11th level and 17th level. and trust they build with a willing creature to coerce or
manipulate them.
Interposing Force
Abjuration Cantrip Minor Invisibility
Illusion Cantrip
Casting Time: reaction
Range: 1 creature within 60 feet Casting Time: 1 actionn
Components: V, S Range: Touch
Duration: Instant Components: V, S
Duration: 1 Minute
When a creature within 60 feet of you, including yourself, is the
target of an attack you may, as a reaction, use this cantrip to This spell is a minor magical trick that illusion enthusiasts use
generate an unstable field of force between the attack and the for practice. Your touch creates one of the following magical
target. The beneficiary of this spell effect may add 1d4 to its effects, which lasts for 1 minute unless otherwise stated:
armor class for the duration of that attack roll. After that attack
You make an object become invisible. The object can’t be
roll is completed the force shield dissolves. This spell offers no
larger than 3 feet on a side, can't weight more than 10
protection against further attack rolls this round.
pounds.
Kinetic Blast You make a creature's appendage become invisible (e.g. arm,
Evocation cantrip leg, wing, tail, head). The creature must be Large or smaller.
You make a nonmagical mark, symbol, blemish, tattoo,
Casting Time: 1 action scribble, or up to 300 words (about one page of text)
Range: As Weapon
disappear from a surface.
Components: V
Your body becomes blurred, shifting and wavering to all that
Duration: Instantaneous can see it. While you are blurred this way, creatures that
As part of the action used to cast this spell, you must make an rely on sight have disadvantage on attack rolls against you,
attack with a weapon against one creature otherwise the spell and you make Dexterity saving throws with advantage
fails. On a hit, the target suffers the attack's normal effects and against spells and effects that target only you. This illusion
the target is pushed back 5 feet. This spell's damage increases is a flavorful variant of the Dodge action and it lasts until
when you reach higher levels. At 5th level, the attack deals an the start of your next turn.
extra 1d8 thunder damage to the target. The damage increase
Physical interaction with an invisible object (or appendage)
by 1d8 at 11th level and 17th level.
reveals the illusion for the creature interacting with it. A
Minor Divination creature that suspects an illusion can also see through the
Divination Cantrip illusion with a successful Intelligence (Investigation) check
against your spell save DC. If a creature discerns the illusory
Casting Time: 1 Action effect for what it is, the invisible object becomes faint to the
Range: 30 feet creature.
Components: V, S
If you cast this spell multiple times, you can have up to three
Duration: Instananeous of its 1-minute effects active at a time, and you can dismiss
This spell is a minor magical trick that novice diviners use for such an effect as an action.
practice, drawing benign pieces of information out of a willing
target's mind. You discern one of the following pieces of
information about a willing creature within range:

You discern the target's name (the one it prefers to go by at


that moment).
You discern the target's age in years.

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Origami This spell's damage increases when you reach higher levels.
Transmutation Cantrip At 5th level, the attack deals an extra 1d8 lightning damage to
the main target, and increase by 1d8 at 11th level and 17th level.
Casting Time: 1 action
Range: 5 feet Rime Shot
Components: V,S Evocation cantrip
Duration: Concentration 1 hour
Casting Time: 1 action
You magically fold and animate a Tiny piece of paper or similiar Range: As weapon
material, such as a leaf, within range. You can fold it into one of Components: V, M (a weapon)
the following shapes: Duration: Instantaneous
Boat: The boat floats on and is not destroyed by water. When
As part of the action used to cast this spell, you must make an
placed in water, you can mentally direct the boat to move in any
attack with a weapon against one creature otherwise the spell
direction along the water's surface, at a speed of 5 feet per
fails. On a hit the target suffers the attacks normal effect, and
round. The boat is able to carry a single Tiny object that weighs
each creature in a 15 foot line behind the hit target takes cold
1 pound or less.
damage equal to your spellcasting ability modifier.
Crane: The crane has a fly speed of 10 feet. You can mentally
This spell's damage increases when you reach higher levels.
direct the crane to move, or name a location within 1 mile that
At 5th level, the attack deals an extra 1d8 cold damage damage,
you know of. The crane will fly to the location and land,
and the secondary targets take 1d8 + your spellcasting ability
becoming inert.
modifier. Both damage rolls increase by 1d8 at 11th level and 17th
Dog: The dog has a movement speed of 10 feet. You can
level.
mentally direct the dog to move. If a creature hostile to you
moves to within 10 feet of the dog, the dog moves up to its Shooting Star
speed towards it and gives off a loud barking noise. Afterwards,
Conjuration cantrip
the dog unfolds itself and becomes inert.
Flower: The flower is controlled by the time of day. It is open Casting Time: 1 action (part of a ranged attack)
during the day and closed during the night. During sunrise and Range: 60 feet
sunset, the flower slowly opens and closes respectively. Components: V, S
Duration: Instantaneous
Samurai: The samurai has a movement speed of 5 feet. You
can mentally direct the samurai to move. The samurai always You fire your weapon and two silvery motes fall from the
points his sword in the direction of the nearest castle or fort. heavens. You can direct them at one or two targets. Make a
You can have up to 5 pieces of origami active at once. ranged spell attack for each star. On a hit, the target takes 1d4
radiant damage and it sheds dim light in a 5-foot radius until the
Soul Shackle end of your next turn. The target gains no benefit from cover
Evocation cantrip for these attack rolls.
Casting Time: 1 action The spells damage increases by 1d4 when you reach 5th level
Range: As Weapon (2s4), 11th level (3d4(, and 17th level (4d4)
Components: V
Duration: Instantaneous Silence Shot
Enchantment cantrip
As part of the action used to cast this spell, you must make an
attack with a weapon against one creature otherwise the spell Casting Time: 1 action
Range: As weapon
fails. On a hit, the target suffers the attack's normal effects, and
must make a Dextarity saving throw. On a failed save the Components: V
Duration: 1 round
targets movement speed is reduced by 5 feet until the end of its
next turn. At 5th level, the attack deals an extra 1d8 psychic As part of the action used to cast this spell you must make a
damage and increase by 1d8 at 11th level and 17th level. weapon attack against one creature within the spells range,
otherwise the spell fails. On a hit, the target suffers the attacks
Spark Rain noraml effects, and its mouth is covered by a violet veil until the
Evocation cantrip start of your next turn. If the target willingly speaks before
then, it immediatly takes psychic damage equal to your
Casting Time: 1 action
spellcasting ability modifier, and the spell ends.
Range: As weapon
This spells damage increases when you reach higher levels/
Components: V, M (a weapon)
At 5th level the weapon attack deals an extra 1d8 psychic
Duration: Instantaneous
damage to the target, and the damage the target takes for
As part of the action used to cast this spell, you must make an
speaking increases to 1d8+ your spellcasting ability modifier.
attack with a weapon against one creature otherwise the spell
Both damage rolls increase by 1d8 at 11th level and 17th level.
fails. On a hit, the target suffers the attack's normal effects, and
blue sparks leap from the target showering all creatures within
5 feet of it. The adjacent creatures take lightning damage equal
to your spellcasting ability modifier.

11
Tracer
Divination Cantrip
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Until dispelled
You create an invisible Arcane Mark on anything within range.
Unless someone uses the detect magic spell or have a similar
ability they won't know of it's existence. As long as the mark
exists you know of its general direction. At any given time you
may have up five Æther Marks active. If you create a sixth the
first one vanishes. At any time you can choose to dispel the
marks as a free action.

Warp
Conjuration cantrip
Casting Time: 1 action
Range: 10 feet
Components: S
Duration: Instantaneous
You teleport to a point you can see within range.
At Higher Levels. The spell’s range increases by 10 feet
when you reach 11th level.

Whirlwind Denial
Abjuration Cantrip
Casting Time: 1 reaction
Range: Self
Components: V
Duration: Instantenous
When you are selected as the target of a ranged attack, you
utter a quick word to the air around you and wake it,
compelling it to protect you against flying objects. As a result of
this effect, you gain +1 to your AC against missile weapons until
the start of your next turn.
At Higher Levels: The AC bonus increases by 1 when you
reach 5th level (+2), 11th level (+3), and 17th level (+4).

12
Blasts
Blasts
By channeling the the aether through your gun you can create Hunter Blast
powerful effects called blasts. Beginning at 2nd level you know You fire four magical darts of force. Each on hits a creature you
two blasts and learn more at the indicated levels in the blast can see within range. These darts deal 1d6 + 1 force damage.
column. when you hit a creature with a ranged weapon Attack, The darts all strike simultaneously, and you can direct them to
you can expend one blast to apply a blasts effects to the attack, hit one creature or several.
in addition to the weapon's damage. Charged You instead fire eight darts.
You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once). You regain any Purgitory Blast
expended uses when you finish a long rest. The creature hit by the blast must succeed on a Charisma
saving throw or be banished. While banished in this way, its
Blast save DC = 8 + your proficiency bonus + your Wisdom
speed is 0, and it is incapacitated. At the end of its next turn,
modifier
the target reappears in the space it vacated or in the nearest
Booming Blast unoccupied space if that space is occupied.
The target creature must make a Dexterity saving throw. On a Charged: The creature hit by this blasts continues to blink in
failed save the target is blinded until the beginning of your next and out of reality. Once the effected creature reappeares it
turn. must repeat the saving throw. On a failure it is once again
shunted into purgitory at the beggining of its next turn. On a
Charged: The target and any creature within 15 feet able to
success it remains anchored to this plain. After two successes
see the hit target are blind for 1 minute. Additionally if any
creature subjected to this blasts fails their saving throw by 5 or or 1 minute has passed the effects end.
more are stunned until the beggining of their next turn.
Poison Blast
At the end of each of its turns, it can make another
After a successful attack the target creature must make a
Constitution saving throw to end the effect.
Constitution saving throw. On a failed save they become
poisoned for 1 minute and suffers 3d4 poison damage at the
Briar Blast
start of each of its turns. At the end of each of its turns, it can
When this blasts strikes its target, conjuration magic creates
make another Constitution saving throw to end the effect.
grasping, poisonous brambles, which wrap around the target.
Charge: On a failed save the target takes 3d6 poison damage
The creature hit by the blast takes an extra 2d6 poison damage,
instead at the beginning of their turn for 1 minute or until the
its speed is reduced by 10 feet, and it takes 2d6 slashing damage
effect ends, and a cloud of poison billows out in a 10 foot
the first time on each turn it moves 1 foot or more without
sphere from the target which remain for 1 minute. Any creature
teleporting. The target or any creature that can reach it can use
its action to remove the brambles with a successful Strength that enters the sphere or starts its turn within the sphere must
(Athletics) check against your Blast save DC. Otherwise, the make a Constitution saving throw or become poisoned and take
brambles last for 1 minute or until you use this option again. 3d6 points of poison damage.
Charged: This blasts effects every creature in a line 5 feet
Rupture Blast
wide and 60 feet long. Additionaly the damage goes from a d6
A spire of jagged rock erupts from the ground in a square
to a d8.
adjacent to the target dealing 3d6 slashing damage. The target
must make a strength saving throw or be pushed back 5 feet.
Heavy Blast
This spire remains and provides half cover.
After a successful attack the target creature must make a
Charged: Up to seven spires erupt from the ground in
Strength saving throw. On a failed save they are knocked prone.
locations of your choosing within 30 feet of your initial target.
Charge: On a failed save the target is also pushed back 15
These spires deal damage to creatures they erupt by except the
feet and takes 2d6 damage for each 5 feet they were pushed if
damage increases to 5d6, and they remain providing half cover.
the target collides with a terrain feature.

13
Stitching Blast Warp Blast
After a successful attack, the target takes 2d6 necrotic damage After a successful attack the target creature takes 2d6 force
and must make a Dexterity saving throw. On a failed save the damage and must make a Charisma saving throw. On a failed
target becomes pierced with barbed shadows that errupt from save you may teleport the creature or yourself up to 20 feet in
the ground reducing its movement speed to 0 until the end of any direction from its origin.
its next turn. Charge: You may teleport both yourself and the creature up
The target or any creature that can reach it can use its action to 30 feet, and you both deal 2d6 additional force damage to
to remove the viscouse shadow stuff with a successful Strength creatures adjacent to your new location.
(Athletics) check against your Blast save DC.
Charge: The damage is increased to 4d6 and each creature in Wind Blast
a 15 foot burst centered on the target must also make a A line of strong wind 60 feet long and 10 feet wide blasts from
Dextertiy saving throw, or suffer the normal effects. you in a direction you choose that lasts until the end of your
next turn. Each creature in the line must succeed on a Strength
Storm Blast saving throw or be pushed 20 feet away from you in a direction
As part of your ranged attack, a bolt of lightning flashes down following the line and must repeat this saving throw the first
and strikes the target. Each creature within 5 feet of the target time they enter or start their turn in this line.
must make a Dexterity saving throw. Each creature takes 3d10 Any creature in the line must spend 2 feet of movement for
lightning damage on a failed save, or half as much damage on a every 1 foot it moves when moving closer to you. The gust
successful one. disperses gas or vapor, and it extinguishes candles, torches,
Charged: A storm cloud appears in the shape of a cylinder and similar unprotected flames in the area.
that is 10 feet tall with a 60-foot radius. Bolts flash down and Charged: A whirlwind erupts from your blasts point of
strike each target you hit with a ranged attack for 1 minute impact that you can see on the ground within range. The
within the area of the storm cloud. whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on
that point. For 1 minute, you can use your action to move the
Terrifying Blast whirlwind up to 30 feet in any direction along the ground. The
After a successful attack, the target takes 2d8 psychic damage whirlwind sucks up any Medium or smaller objects that aren’t
and must make a Charisma saving throw. On a failed save the secured to anything and that aren’t worn or carried by anyone.
target becomes frightened of you until the beginning of your A creature must make a Dexterity saving throw the first time
next turn. on a turn that it enters the whirlwind or that the whirlwind
Charge: The target becomes frightened for 1 minute and enters its space, including when the whirlwind first appears. A
must use its reaction to move away from you. At the end of creature takes 4d10 bludgeoning damage on a failed save, or
each of its turns, it can make another Charisma saving throw to half as much damage on a successful one.
end the effect. In addition, a Large or smaller creature that fails the save
must succeed on a Strength saving throw or become restrained
Toxic Blast in the whirlwind until the spell ends. When a creature starts its
As part of your ranged attack each creature that target of your turn restrained by the whirlwind, the creature is pulled 5 feet
attack and each creature adjacent to the target must make a
higher inside it, unless the creature is at the top. A restrained
dexterity saving throw, taking 3d6 acid damage or half damage
creature moves with the whirlwind and falls when the spell
on a successful save. ends, unless the creature has some means to stay aloft.
Charged: Toxic acid rain falls in an area for 1 minute A A restrained creature can use an action to make
sizzling torrent of toxic rain falls in a 20-foot-radius, 40-foot- a Strength or Dexterity check against your Blast
high Cylinder centered on a point within range for . Each
save DC. If successful, the creature is
creature in the Cylinder must make a Dexterity saving throw. A
no longer restrained by the whirlwind
creature takes 2d8 poison damage and 4d6 acid damage on a and is hurled 3d6 × 10 feet away
failed save, or half as much damage on a successful one.
from it in a random direction.
Volcanic Blast
An explosion of flame erupts vertically from your target. Each
creature in a 10-foot-radius, 40-foot-high cylinder centered on
your target must make a Dexterity saving throw. A target takes
3d12 fire damage on a failed save, or half as much damage on a
successful one.
Charged: The pillar remains for 1 minute and deals its
damage to each creature that ends its turn within 10 feet of the
pillar. Additionally it expels molten magma at a random enemie
within 30 feet each turn. This magam deals 3d12 damage and
leaves a pool of burning ground where it struck for the duration
of the blast dealing this damage again to anyone who starts or
ends its turn in the burning ground

14
Winter Blast
Normal: A burst of cold air swirls around the target dealing 3d6
cold damage and reducing the movement speed of each
creature adjacent to it by 5ft.
Charged: A whirlwind of freezing wind and sleet spreads
around the target leaving an icy are. It lingers and spreads
another 5 feet out from origin point each round for 1 minute.
Creatures who enter or begin their turn in the area takes 3d6
cold damage and have their movement speed reduced by 5 feet.
if their movement speed is reduced to 0 their are frozen solid
and considered stunned until they succeed on a saving throw,
at which time they break free from the ice and regain their
normal movement speed

Gravity Blast
As an action you fire a blast that creates a floating melon sized
ball of blackness at a point within range that floats 5 feet off
the ground. Each creature within 30 feet of it is considered to
be in difficult terrain, additionally each creature that starts its
turn within 30 feet of it must make a Strength saving throw or
be pulled 15 feet closer to the orb. The orb persists for a
number of rounds equal to your proficiency bonus.
Charged: The orb grows rapidly in size after landing to that
of a small cart and hovers 10 feet from the ground. Each
creature within 40 feet is considered to be in difficult terrain
and if they enter or start their turn within the area must make a
strength saving throw or be pulled 20 feet towards the orb.
Each creature that starts or ends its turn within 20 feet of the
orb takes 4d6 force damage.

15
Charms
Acorn Charm
Ghost Charm
You can cast Speak with Animals at will
You can cast Blink and Misty Step for free. Once you use this
Bone Charm charm you must complete a long rest to do so again.
You can cast Find Familiar for free. Once you do so you must
Harlequin Charm
complete a short or long rest to do so again.
As an action your appearance magically changes to become a
Book Charm jester. At the same time, 8 perfect illusions of jesters that are
You can cast the sending spell. Once you use this charm you identical to you appear in random unoccupied spaces within 30
must complete a short or long rest to do so again. feet of you. When the jesters appear, each creature of your
choice within 60 feet of you must succeed on a DC 15 Wisdom
Cloak Charm saving throw or be charmed by you as if you had cast the
When you are in an area of dim light or darkness, you can use enthrall spell (no concentration required).
your action to become invisible until you move or take an Each jester is indistinguishable from you and shares your AC,
action or a reaction. initiative, speed, and bonuses to saving throws. On your turn,
you can mentally command each jester where to move (no
Compass Charm action required). You can choose to see through a jester's eyes,
You always know true north. In addition you can perfectly hear what it hears, or speak through it in your own voice. A
recall any path you have traveled. creature with truesight can determine which jester is you.
The jesters remain as long as you concentrate (as if
Eye Charm concentrating on a spell), to a maximum of 1 minute. A jester
As an action, you gain the ability to see through solid objects to disappears early in a plume of confetti if it takes any damage, if
a range of 15 feet. Within that range, you have darkvision if you it's more than 120 feet away from you, or if you choose to
don’t already have it. This special sight lasts for 1 minute or expend it in order to create one of the following effects:
until your concentration ends (as if you were concentrating on
As an action, you can expend 1 or more jesters to cast one of
a spell). During that time, you perceive objects as ghostly,
the following spells (save DC 15, no concentration required):
transparent images.
charm person (1 jester), color spray (1 jester), confusion (4
Once you use this charm, you can’t use it again until you jesters), greater invisibility (4 jesters), hideous laughter (1
finish a short or long rest. jester), hypnotic pattern (3 jesters), levitate (2 jesters), or major
image (3 jesters).
Feather Charm
When you cast a spell in this way, you can cause the spell to
This charm has 6 feather and recharges fully at dawn. You have
originate from you or from a jester that you can see.
a flying speed equal to 5 multiplied by the number of remaining
As a bonus action or as a reaction when you take damage,
charges in feet. As a bonus action, you can speak the command
you can expend 1 jester to immediately and imperceptibly
word to make the wings appear or disappear.
teleport, swapping places with it. The jester disappears after it
As an action while the wings are present, you can expend 1
arrives in your original space.
feather to hurl a flurry of razor-sharp feathers in a 30-foot
When the last jester disappears, any effects or spells created
cone. Each creature in the area must make a DC 15 Dexterity
by the scroll or its jesters end.
saving throw, taking 6d4 slashing damage on a failed save or
half as much damage on a successful one.
The damage decreases by 1 die for each feather used. So 4
remaining feathers would deal 4d4, 3 would do 3d4 and so on.

Frog Charm
Your jump distance is doubled. Additionally you gain a
swimming speed of 30 feet and can hold your breath for up to
10 minutes at a time.

16
Horn Charm
As an action a deepp, rumblinng tone bursts from the charm,
audible up to 200 feet. 1d2 wolves magically appear for up too
10 minutes. They obey your commands and act immediatly after
you in the innitiatvie order.
Once you use this charm you must complete a long rest to do
so again.

Icicle Charm
As a reaction when you take damage, you can entomb yourself
in ice, which melts away at the start of your next turn. You gain
10 temporary hit points per gun hexen level, which take as
much of the triggering damage as possible. Immediately after
you take the damage, you gain vulnerability to fire damage,
your speed is reduced to 0, and you are incapacitated. These
effects, including any remaining temporary hit points, all end
when the ice melts.
Once you use this charm, you can’t use it again until you
finish a short or long rest.

Mask Charm
You gain proficiency in Persuasion and Decpetion

Key Charm
You gain a +2 bonus to Dexterity(Sleight of hand) checks.
Additionaly you can cast the knock spell once a day.

Loupe Charm
You can use an action to cast the comprehend languages or
locate object. Once you do so you cannot do so again until the
next dawn.

Raven Charm
You can use a bonus action to disappear, releasing up to three
ravens from your location under your control that scatter into
the air. Each raven has AC 12, 1 hit point, and can fly up to 40
feet as part of this bonus action without provoking opportunity
attacks. At the start of your next turn, the ravens vanish, and
you reappear in the space of one of the ravens (your choice).
If all the ravens are reduced to 0 hit points, you reappear
early in the same space as the last one that died. When you do,
any excess damage dealt to the raven carries over to your
normal form.
Once you use this feature you must take a long rest to do so
again.

Wand Charm
You learn one 1st-level spell of your choice from the wizard
spell list. You can cast the spell once for free.
Once you use this feature you must complete a long rest to
do so again.

17
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