Arcane Gun

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Arcane Gun Master

Arcane Gun Master

Arcane users capable of infusing their magical guns with arcane powers, allowing them to perform amazing feats of accuracy. These gun masters are lone wanderers using their uncanny accuracy to dispatch there enemies.

Their unique abilities have been fine tuned through years of training. You wont live to see another day if you find yourself on the wrong end of one of their barrels

Arcane Gun Master
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Enchant Bullet 3 2
2nd +2 Bonded Weapon, Close Quarters 3 3
3rd +2 Gunslinger Mark, Caught Not Dead 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Quick Shot, Shot of Life 4 4 3 2
6th +3 Rune bullets, Steady aim 4 4 3 3
7th +3 Alertness, Silent Killer 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 Arcane Adept, Evasion 4 4 3 3 3 1
10th +4 Cetra Resilience 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 Arcane Surge 5 4 3 3 3 2 1 1
14th +5 Ability Score Improvement 5 4 3 3 3 2 1 1
15th +5 Improved Arcane Adept, Improved Critical 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 Wrath of the Repeater 5 4 3 3 3 2 1 1 1 1
18th +6 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Sinister Bullet 5 4 3 3 3 3 2 2 1 1

Quick Build

You can make an Arcane Gun Master quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the Outlander background.

Class Features

As a Arcane Gun Master, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per Arcane Gun Master level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Arcane Gun Master level after 1st

Proficiencies


  • Armor: light armor
  • Weapons: Crossbow's, Bow's, Dagger, Martial Ranged Weapons, Firearms
  • Tools: tinker's tools and one type of artisan's tools of your choice
  • Saving Throws: Intelligence, Dexterity
  • Skills: Choose two from Acrobatics, Arcana, History, Insight, Investigation, Perception.

Equipment


You start with the following equipment, in addition to the equipment granted by your background:

  • leather armor
  • (a) a scholar’s pack or (b) an explorer’s pack
  • (a) Dagger or (b) a short bow

SPELLCASTING

You have studied the workings of magic, and how to awaken it within you, gaining the ability to cast spells.

CANTRIPS

At 1st level, you know three cantrips of your choice from the wizard spell list. At higher levels, you learn additional cantrips of your choice, as shown in the Cantrips Known column of the Arcane Gun Master table.

When you gain a level in this class, you can replace one of the cantrips you know with another cantrip from the wizard spell list.

PREPARING AND CASTING SPELLS

The Arcane Gun Master table shows how many spell slots you have to cast your Arcane Gun Master spells. To cast one of your Arcane Gun Master spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Arcane Gun Master spells that are available for you to cast, choosing from the wizard spell list. When you do so, choose a number of wizard spells equal to your Intelligence modifier + your Arcane Gun Master level. The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Arcane Gun Master spells requires time spent in tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

SPELLCASTING ABILITY

Intelligence is your spellcasting ability for your Arcane Gun Master spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an Arcane Gun Master spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an Arcane Gun Master spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your intelligence modifier

Spell attack modifier = your proficiency bonus +

your intelligence modifier

RITUAL CASTING

You can cast a Arcane Gun Master spell as a ritual if that spell has the ritual tag and you have the spell prepared.

SPELLCASTING FOCUS

You can use any firearm you are proficient with as a spellcasting focus for your Arcane Gun Master spells.

Enchant Bullet

At 1st level an Arcane Gun Master can compress the effect of a spell he knows into a form of a bullet. This process takes 10 minutes per spell level, and materials for casting the spell. The spell must target a single creature. It must also have a casting time of 1 action or 1 bonus action.

You can use this bullet as ammunition to deliver the spell as a part of your attack action, which must be stated before the attack roll. The imbued bullet is delivered through their gun, make a ranged weapon attack using the gun. If the ranged weapon attack is successful, the bullet does not deal damage. Instead, the effect of the spell is resolved. If the attack misses, it takes no effect and the imbued bullet is wasted.

The ammunition can only be used by a Arcane Gun Master and spells that require a saving throw uses the stats of the caster. A bullet made like this last 24 hours before vanishing. You can hold a number of these bullets equal to your intelligence modifier.

At 8th level the number you can carry goes up by your proficiency modifier.

Bonded Weapon

Beginning at 2nd level, you learn the ritual that creates a magical bond between yourself and a gun that has come to you in a dream. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon design must in your mind throughout the ritual along with the equivalent gold cost. At the conclusion of which you create and forge the bond with the weapon. Guns formed this way don't use gunpowder, instead use magic to propel the bullets. The damage counts as magical for the purpose of overcoming resistance to nonmagical damage.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. You can summon that weapon as an action on your turn, causing it to appear instantly in your hand. You can dismiss your bonded weapon as a free action. You can have up to two bonded weapons, and can summon up to two at a time with your action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Close Quarters

At 2nd level you have learned to be just as deadly close up as you are from a far. Ranged attacks made within melee don't pose disadvantage. You also can ignore the reload of your simple range guns.

At 12th level you can ignore the reload of martial range guns as well.

Gunslinger Mark

Beginning at 3rd level, You can cast Hunters Mark without expending a spell slot, the range of the spell is your guns range. You regain your usage after a long rest.

At 9th level you gain an additional usage bringing it up to twice per long rest.

Caught Not Dead

Starting at 3rd level, As an action, you can spend a 1st level spell slot or higher and make a Ranged weapon attack. If the attack hits, the target must make a constitution saving throw against your spell save DC. A creature that failed the saving throw is stunned until the beginning of next your turn. If the creature succeeds on it's saving throw, it is not stunned but it can not make any opportunity attacks until the end of your turn.

At 8th level, you can use one of your two attacks on your action to use this ability.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th, 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 can’t increase an ability score above 20 using this feature.

Quick Shot

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action with your gun on your turn.

Shot of Life

Starting at 5th level, you learn to infuse your life force into your bullets and shoot it into people. As an action, you can spend a 1st level spell slot to take d10 damage, which can’t be reduced in any way and shoot it as a bullet of energy to a target that is within the range of your weapon, healing them a number of hit points equal to the damage you took plus your spell casting ability score. You can't target yourself with this ability.

Any Spell slot over 1st level, increases the damage you take by d10.

At 10th level, you can send up to 2 shots & the healing goes up by proficiency Bonus, and at 17th level you can send up to 3 shots to either the same target or different targets.

Rune Bullets

At 6th level you manage to engrave a volatile runic symbol unto your bullets. You deal an extra d6 damage. The extra damage is considered fire for the type.

Steady Aim

Starting at 6th level, as your arcane powers grow, the Arcane Gun Master can steel their nerves to aim. As a bonus action you can add a +2 to your next attack roll until the end of your turn.

At higher levels, you gain a stronger ability to steel your nerves granting a +5 at 11th level.

Alertness

Starting at 7th level, The feel of the cold steel in your hands heighten your Awareness. As long as you are touching one of your Bonded weapons, you are treated as having the Alertness feat.

Silent Killer

Starting at 7th level, you have learned to control the magic that fires your weapon. You can choose one of your weapons, shots with them don't make any noise.

Arcane Adept

Beginning at 9th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Cetra Resilience

At 10th level, the Arcane Gun Master creates a magical protective layer over his skin that gives him a Resistance to fire and force damage.

Arcane Surge

At 11th level, the Arcane Gun Master's body is filled with the explosive arcane energy. When the Arcane Gun Master's hit points reach 0 his body releasing all of his stored arcane energy. Each enemies in a 20-foot radius sphere centered on the Arcane Gun Master's must make a Dexterity saving throw. Targets take 2d6 force & 3d6 fire damage on a failed save, or half as much damage on a successful one. Once activated it takes 3 days for the Arcane Gun Master to recover the inner power to use atomic glory again.

At 18th level 15 the damage does up 2d6 points of damage for each type of damage.

Improved Critical

Beginning at 15th level your critical hit range with guns is increased to 19-20.

Improved Arcane Adept

Starting at 15th level, when you use your action to cast a spell with a spell slot, you can make one weapon attack as a bonus action.

Wrath of the Repeater

Beginning at 17th level, as an action you firing 4 shots from the gun you are holding in rapid succession with an increased critical hit range of 18-20 for these shots, this ability can only be used once per day. After a long rest you regain its usage.

Sinister Bullet

At 20th level, a Arcane Gun Master summons a deadly bullet once per day from death himself. A Sinister Bullet requires 10 minutes to be summoned. You can hold an amount of Sinister Bullets equal to your intelligence modifier.

The subject of a Sinister Bullet must make a Constitution save. on a fail the target is killed instantly. On a successful save, the target takes 10d10 of necrotic damage. Targets that are deemed too powerful to die by this effect by the DM automatically makes their saving throw. Firing a Sinister Bullet drains the energy of Arcane Gun Master, causing you to be incapacitated until the end of your next turn.

Firearms
Name Cost Ammo Damage Weight Range Properties
Simple Range Weapon
Pocket Pistol 25g 2g (20) 1d6 piercing 2 lb. 20/80 Reload 1
Pistol 250g 4g (20) 1d10 piercing 3 lb. (30/90) Reload 8
Pepperbox 150g 4g (20) 1d8 piercing 5 lb. (30/90) Reload 6
Martial Range Weapon
Fowling Piece 50g 5g (5) 2d6 piercing 7 lb. (5/30) Reload 2, Explosive
Musket 300g 5g (20) 1d10 piercing 10 lb. (40/120) Two-handed, Reload 1
Bad News 500g 10g (5) 2d10 piercing 15 lb. (200/800) Two-handed, Reload 1

Firearm Properties

Firearms are a new and volatile technology, and as such bring 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 bonus action to reload. You must have one free hand to reload a firearm.

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 1d6 fire damage. If the weapon misses, the ammunition bounces off harmlessly.

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.

Spells

Cantrips (0 Level)

  • Dragon's Breath
  • Eldritch Curse
  • Finger Gun
  • Mage Fist
  • Psychic Ammo
  • Spectral Shield

Dragons Breath Shot

Conjuration Cantrip


  • Range: Weapon
  • Components: S, M
  • Duration: Instantaneous

As part of the action to cast this spell, you must make a ranged attack with a weapon against one creature within the spell's range. On a hit, the target suffers the weapon attack’s normal effects, and you can cause fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

This spell’s damage increases when you reach certain levels. At 5th level, the ranged attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

Eldritch Curse

Evocation cantrip


  • Casting Time: 1 action
  • Range: weapon range
  • Components: S, M
  • Duration: 1 round

You brandish the weapon used in the spell’s casting and make a weapon attack with it against a creature within weapons range. On a hit, the target suffers the weapon attack’s normal effects and becomes cursed by eldritch energy. If they attack on their turn, they take necrotic damage equal to your spellcasting ability modifier.

At Higher Levels. At 5th level, the attack deals an extra 1d8 force damage to the target on a hit. This damage roll increases by 1d8 at 11th level (2d8) and 17th level (3d8).

Finger Gun

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

When casting this spell, you make a finger gun with pointer finger and maybe a thumb to look fancy. You fire a small beam of magic energy towards one object or creature within range that you can see; make a ranged spell attack against your target. On a hit, the target takes 1d8 force damage.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Mage Fist

Evocation Cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

You gather your magic into your fist to add a little weight to your punch. Make a melee spell attack roll against the target. On a hit, the target takes 1d6 force damage and must succeed on a Strength saving throw or be pushed up to 5 feet away from you.

The spell’s damage increases by 1d6 at 5th (2d6), 11th (3d6), and 17th (4d6) level.

Psychic Ammo

Evocation Cantrip


  • Casting Time: 1 Action
  • Range: Range
  • Components: S, M
  • Duration: 1 Round

As part of the action to cast this spell, you must make a ranged attack with a weapon against one creature within the spell's range. On a hit, the target suffers the weapon attack’s normal effects and then the mind becomes sheathed in kinetic energy energy until the start of your next turn. If the target doesn't willingly moves 10 feet or more before then, the target takes 1d8 psychic damage, and the spell ends.

This spell’s damage increases when you reach certain levels. At 5th level, the ranged attack deals an extra 1d8 psychic damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Spectral Shield

Abjuration cantrip


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (A piece of glass)
  • Duration: Concentration, up to 1 minutes

you invoke a minor protective force to ward away harm. You gain a +1 bonus to AC for the duration.

 

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