Gunslinger Plus Epic Fighter

by Cosaur

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Firearm Properties

Firearms are a new, volatile technology, bringing their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.


Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have a free hand 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 during a short or long rest 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.

Loud. Whenever you shoot this weapon, it creates a sound audible out to a range, in feet, specified in the property.

Scatter. When you make an attack with a firearm that has the Scatter property, you may choose one other creature within 5ft. of the original target. If the attack roll would hit them, they take one die of the weapon's damage.

This property does not function if the weapon misfires.

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.

Special.

Palm Pistol. You can easily attempt to conceal this firearm as an action. When you do so, people trying to find or spot this weapon hidden on you suffer disadvantage to do so.

firearms

Name Cost Ammo Damage Weight Range Properties
Palm Pistol 50gp 2gp (20) 1d8 piercing 1 lbs (40/160) Light, reload 1, misfire 1, loud 30, special
Pistol 150gp 4gp (20) 1d10 piercing 3 lbs (60/240) Light, reload 4, misfire 1, loud 100
Musket 300gp 5gp (20) 1d12 piercing 10 lbs (160/640) Two-handed, reload 2, misfire 2, loud 150
Pepperbox 250gp 4gp (20) 1d10 piercing 6 lbs (80/320) Reload 6, misfire 2, loud 120
Blunderbuss 300gp 5gp (5) 2d8 piercing 10 lbs (20/60) Reload 1, misfire 2, loud 180, scatter
Bad News Crafted 10gp (5) 2d12 piercing 25 lbs (200/800) Two-handed, heavy, reload 1, misfire 3, loud 300
Paddle-Foot Pistol Crafted 6gp (20) 2d4 piercing 4 lbs (30/90) Light, reload 4, misfire 3, loud 160, scatter
Sawed-Off Crafted 12gp (10) 2d6 piercing 7 lbs (15/40) Reload 2, misfire 3, loud 210, scatter





Art

Page 1 - Scott Austin

Gunslinger

Martial Archetype

Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or pole arm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them.

However, some minds couldn’t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms.

This archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.

Should this path of powder, fire, and metal call to you, keep your wits about you, hold on to your convictions as a fighter, and let skill meet luck to guide your bullets to strike true.

Subclass Features
Level Features
3rd Firearm Proficiency, Trick Shots
7th Quickdraw
10th Lightning Reload
15th Trained Professional
18th Vicious Intent, Hemorrhaging Critical

Firearm Proficiency

Starting at third level, when you choose this archetype, you gain proficiency with firearms and Tinker's Tools. You use your Intelligence on checks to repair your guns.

Trick Shots

Also at 3rd level, you to wield your weapon with a brutal type of finesse.

Trick Shots: You learn two trick shots of your choice, which are listed under "Trick Shots" below. Each trick shot will specify when you can use it. You can only use one trick shot per attack.

You learn one additional trick shot of your choice at 7th, 10th, 15th and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one. It must be of a level you could learn when you got the additional trick shot.






Grit: You have a
number of grit points
equal to your Intelligence
modifier (minimum 1)
which can be used to fuel
trick shots.

You regain 1 expended
grit point when score a critical
hit with a firearm attack against
a creature or deal the finishing
blow to a creature with CR
equal to or greater than 1/3 of your
character level.

In addition, you and may spend one
grit point to fix a misfired (but not broken) firearm as a
bonus action.

You regain all grit points after a short or long rest.

Saving Throws: Some of your trick shots require your targets to make a saving throw to resist the trick shot's
effect. The saving throw DC is calculated as follows:

Trick Shot Save DC = 8 + your proficiency bonus + your Intelligence modifier

Quickdraw

At 7th level, you can add your proficiency bonus to your initiative modifier. Additionally, you gain an extra item interaction which can only be used to draw or holster a firearm.

Lightning Reload

Starting at 10th level, you can reload any firearm as a bonus action.

Trained Professional

By 15th level, you've learnt to fix your firearms even faster than before. You can use an attack to try and fix a misfired (but not broken) firearm, rather than an action.

Vicious Intent

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

Hemorrhaging Critical

Upon reaching 18th level, whenever you 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 its next turn.

Trick Shots

The trick shots are presented in alphabetical order. Some trick shots require you to be level 15 or above. You may only have two of these trick shots at a time.

Bloody Trail (level 15). When you hit a creature with a firearm attack, you can spend two grit points to make them bleed profusely. While bleeding, they do not benefit from invisibility and anybody trying to track them or spot them hiding gets advantage.

At the end of each of their turns, the target makes a Constitution saving throw. If they pass three times, the effect ends. If they fail three times, they stop making saves and the effect lasts for 1 hour.

Counterbullet (level 15). As a reaction when you see a spell being cast, you can spend two grit points to make a single firearm attack against the spellcaster. The spell must have at least one somatic or material component. If it hits, they take no damage but must make a Constitution saving throw or fail to cast the spell and waste that casting.

Curving Bullet. When you miss a firearm attack and did not misfire, you can use your reaction to spend one grit point to make that shot redirect to another target. The new target must be within 5 ft of the first target, or in a line directly behind them. Roll another attack against the new target, which cannot misfire or benefit from other trick shots and does not consume addition ammunition.

Deadeye. When you make a firearm attack, you can spend one grit point to gain advantage on that attack.

Fickle Devastation (level 15). When you make a firearm attack that does not already have disadvantage, you can spend two grit points to impose disadvantage on the attack roll. If you hit, the attack is a critical hit.

A critical hit scored through the use of this trick shot does not regain you a grit point.

Hostage Situation (level 15). As an action, while holding a firearm, you may spend two grit points to try threaten one creature within your firearm's normal range. If the target moves or tries to make an attack, you may make an attack against them with with the held firearm as a reaction. If the attack hits, the target takes normal damage and either has their speed reduced to 0 until the start of their next turn or the attack automatically misses.

This effect ends if you have not used your reaction on it before the end of your next turn or used your action on a subsequent turns to sustain it, at no extra grit point cost. You can only move up to half of your speed on a turn you use your action to sustain this.

Out Of The Air. As a reaction when you see an enemy making a ranged weapon attack, you can spend one
grit point to make a firearm attack against the
projectile. The enemy's projectile has an AC equal to
the opponent's attack roll. If you hit, their attack
automatically misses.

You may use this trick shot after seeing the
number rolled, but before it is determined
if the attack hits.

Piercing Shot. When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll against up to three creatures in a line directly behind the target within your first range increment. Only the initial attack can misfire and regain grit points from a critical hit.

Polite Deterrent. When you hit a creature with a firearm attack, you can spend one grit point to force the target to make a Strength saving throw. On a failure, it is pushed away from you a number of feet equal to 5 * your Intelligence modifier (minimum 5 ft.).

Smoke Round. As an action, you may shoot once with a firearm you are holding and spend one or more grit points. Roll to misfire with that weapon. If you do not misfire, a sphere of heavy obscurement with a radius equal to 5ft. times the number of grit points spent is created, centred on your current space. This lasts until the start of your next turn or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

If you misfire, only your current space is obscured and the gun misfires as if it had been a regular attack.

To The Ground. When you hit a creature with a firearm attack, you can spend one grit point to force the target to make a Strength saving throw. On a failure, it is knocked prone.

Violently Deescalate. When you hit with a firearm attack, you can spend one grit point to force the target to make a Strength saving throw. On a fail, the creature drops the weapon and it is thrown a number of feet behind them equal to 5 * your Intelligence modifier (minimum 5 ft.).

Warning Shot. As an action, you may spend one grit point to attempt to frighten a creature that you take a shot at. This shot is an automatic miss, but can still misfire and consumes ammunition. The target must make a Wisdom saving throw or become frightened of you for one minute. Also, at the end of their turn, they can repeat the save to end the effect early.


Art

Page 2 - Shaun Linn
Page 3 - @ohpleasestopit

Mythic Fighter


The Mythic Fighter
Level Proficiency Bonus Features
21st +7 Mythic Empowerment, Second Wind Improvement (x2), Stalwart
22nd +7 Agoge, Martial Archetype Feature
23rd +7 Ability Score Improvement
24th +7 Extra Attack (4), Stalwart Improvement
25th +8 Mythic Empowerment, Second Wind Improvement (x3)
26th +8 Indomitable (x4)
27th +8 Martial Archetype Feature
28th +8 Extra Attack (5)
29th +9 Action Surge (x3), Mythic Empowerment
30th +9 Death Save Advantage, Martial Archetype Feature

Mythic Empowerment

When you reach 21st level, and again at 25th and 29th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Contrary to earlier levels, you can now improve your ability scores up to 24 using this feature.

If your DM allows feats, you also gain one feat of you choice.

Stalwart

Starting at 21st level, your physical dedication surpasses many of your peers. You gain proficiency in the Acrobatics or Athletics skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses this proficiency.

At 24th level, your Strength or Dexterity score and its maximum increases by 2.

Second Wind

Beginning at 21st level, your Second Wind ability lets you regain hit points equal to 1d12 + your Constitution modifier + your fighter level. At 25th level this increases to 1d20 + your Constitution modifier + your fighter level.

Furthermore, you gain an additional use of your Second Wind feature. At 25th level, you gain a 3rd use of this feature.

Agoge

Starting at 22nd level, your rigorous and methodical training, has made you capable of shrugging off strenuous activity that would exhaust anybody else, as well as made you proficient with another skill. Choose one skill from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

In addition, when gaining one level of exhaustion, you can choose to not gain the exhaustion. Once you use this feature, you must finish a long rest before you can use it again.

Ability Score Improvement

When you reach 23rd level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Contrary to earlier levels, you can now improve your ability scores up to 24 using this feature. If your DM allows the use of feats, you may instead take a feat.

Extra Attack

Beginning at 24th level, you can attack five times whenever you take the Attack action on your turn. At 28th level, the number of attacks increases to six.

Indomitable

Beginning at 26th level, you are no longer forced to use the new roll upon using the Indomitable feature, but can instead roll an additional time by expending more charges of your Indomitable feature. You also gain an additional use of Indomitable between long rests.

Action Surge

Beginning at 29th level, you gain an additional use of Action Surge between rests.

Death Save Advantage

Your battle hardened physicality has made you very difficult to kill. Starting at 30th level any death saving throws you make are made with advantage.

Mythic Gunslinger

The rare gunslinger that manages to reach this caliber is one of the fastest hands alive, taking six seconds to output what others struggle to do in a minute. They are almost certainly pioneers in their field, paving the way for a future in uncertain arts. Study facilitates practice, allowing for mastery, culminating in deadly execution.

Your archetype grants you additional features at 22nd, 27th and 30th level.

Inglorious Devices

You learn an additional Trick Shot at 22nd, 27th and 30th level. As usual, each time you learn a new trick shot, you can also replace one trick shot you know with a different one. It still must be of a level you could learn when you got the additional trick shot.

Additionally, you add double your proficiency bonus to ability checks made with your tinker's tools.

Instantaneous Interactions

Starting at 22nd level, whenever you use an item interaction to draw or holster a firearm, you can interact with two firearms in that manner, instead of one.

Finally, once per turn, you can reload a firearm that you are holding (no action required).

Entropic Ammunition

Upon reaching 27th level, entropy has become your bitch. As an action, you can line up a single firearm attack and shoot in order to exert a force upon an object that you are aware of, from any direction as you ricochet it around the environment. This force is comparable to a small creature with a Strength score equal to your Intelligence score pushing on the object.

This feature can also be used to, as a part of the attack action to attack with a firearm, attack a creature that you are aware of but do not have a clear line of effect to. When used in this way, you cannot apply a trick shot to the attack and the attacks have disadvantage.

Preternatural Reactions

Starting at 27th level, when you use the ready action to attack, you can make the same number of attacks when the reaction is used as you would taking the attack action on your turn.

Additionally, you can add twice your proficiency modifier to your initiative rolls, instead of only once.

Explosive Phlembotomy

At level 30, the extra damage from your Hemmhorhaging Critical feature increases to all of the damage, instead of half.

Trick Shots

The trick shots are presented in alphabetical order. These trick shots require you to be a certain level or above. You may only have one of these trick shots at a time, per level bracket.

Elven Accuracy (level 22). When you make a firearm attack with advantage, you can spend two grit points to roll three times and take the highest result, instead of twice.

Lucky Shot (level 22). As a bonus action, you can spend any number of grit points. Until the end of your turn, you cannot use any other trick shots and can make firearm attacks against any creature you can see within a number of miles equal to the number of grit points spent.

Dispelling Shot (level 27). When you hit a target with a firearm attack, you can spend up to seven grit points. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an intelligence check. The DC equals 10 + the spell's level. On a successful check, the spell ends. For each grit point you spend above one, the level of spell automatically ended increases by one.

High Noon (level 27). As an action, you can spend 5 grit points to make a firearm attack against every creature of your choice within your weapon's normal range. When it is empty, you can reload the utilised firearm (no action required) during these attacks.

Grit Smite (level 30). When you hit with a firearm attack, you can spend all of your current grit points. You deal additional damage equal to 2d8 per grit point spent.

Open the Wound (level 30). As a bonus action, you can spend 6 grit points. Until the end of your turn, you cannot use other trick shots and any firearm attack that hits, not only a critical, benefits from the effects of your Hemorrhaging Critical feature.

Racial Bonus

At level 25, you gain certain bonuses depending on your race and subrace.

Mousefolk, Softpaw

You gain the following benefits:

  • Your movement speed increases by 10 feet.
  • You no longer provoke attacks of opportunity.
  • Being a small creature does not give you disadvantage on attacks using weapons with the Heavy property.
  • Choose one skill and one tool that you are proficient in. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Beyond the Point

2d8 Piercing damage. Two-handed, reload 6/10/20, misfire 5, loud 500, range (125/500)

Weapon Basics. You gain a +4 to attack and damage rolls with this weapon.

When you hit with an attack using this magic weapon, the target takes an extra 1d6 Psychic damage. If you attack a creature at a greater elevation, you deal 1d8 less damage from the weapon's base damage.

When you roll a 20 on an attack roll, the target takes an additional 6d8 Slashing damage.

When you make an attack with this weapon, you can change the damage type of any or all parts of the damage. The new type can be any from: Piercing, Poison, Acid, Fire Cold, Radiant, Necrotic, Lightning, Thunder, Force, or Psychic.

As an action, you can change the reload score of this weapon between 6, 10, and 20. Doing so fully reloads the weapon.

When you misfire with this firearm, you take 4d12 Necrotic damage, plus an additional 1d6 per currently loaded bullet. This damage cannot be reduced or prevented in any way, and your maximum hit points is reduced by the same amount until the end of a long rest.

The repair DC for this weapon is 21 + the misfire score, instead of 8 + the misfire score.

Sworn Enemy. When you use this weapon to make a ranged attack, you can, as a command phrase, say in Netherese, "Nigh is the end of your hubris." The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.

When you make a ranged attack roll with this weapon against your sworn enemy, if the attack hits, your sworn enemy takes an extra 3d6 Piercing damage. While your sworn enemy lives, you have disadvantage on attack rolls against all other creatures.

Random Properties. While attuned, you gain proficiency with Arcana, a fly speed equal to your walking speed, and all Kharsites are hostile towards you and know who you are when you're close.

At the end of a long rest, you can choose to siphon from the mind of Karsus until the end of your next long rest. Doing so gives you a +2 bonus to your current and maximum Intelligence score, but -2 to your Wisdom score.

Spells. The weapon has 25 charges. When a spellcaster is killed by this weapon, it regains a number of expended charges equal to the highest spell level that the caster is capable of casting without the benefit of magical items. Spells cast from the weapon have a save DC of 21 and +13 to spell attack rolls.

While holding the firearm, you can expend some of its charges to cast the following spells: Earthbind (2 charges), Augury (2 charges), Sending (3 charges), Dream (5 charges), Telekinesis (5 charges), Reverse Gravity (7 charges), Power Word Pain (7 charges).

Once per turn, when you hit a creature with this weapon, you can cast Earthbind on them, expending the necessary charges (no action required). Additionally, you can cast Elemental Weapon at will.

Destroying the Gun. Beyond the Point can be destroyed only if one of two conditions are met. It must be dropped from the location of Karsus' enclave, onto where his body fell. Alternatively, it will also be destroyed if it is used to kill the creature that is currently attuned to the weapon. If either condition is met, the firearm loses all magical properties and turns into solid, inert lead. In addition, Karsus' soul is destroyed.

 

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