Gunwitch
You have discovered a strange and winding path in your training, focusing on the melding of arcane arts, roguish skill, and gunplay. Gunwitches are often lone wanderers looking to hone their craft in honorable service or in search of profit. Gunwitches aren't often stealthy for long, but their abilities more than make up for the fact.
(This subclass is designed to work with the firearm rules and templates described in the Dungeon Master's Guide (DMG 267).)
Bonus Proficiency
When you pick this roguish archetype at 3rd level, you gain proficiency in martial ranged weapons.
Spell Shot
Starting at 3rd level, you gain the ability to cast spells in the form of enchanted blanks; the sound of your firing acts as verbal components, the act of firing acts as somatic components, and your enchanted blank and guns function as a spellcasting focus. You cannot learn spells that require a melee spell/weapon attack with this feature.
Cantrips You learn 3 cantrips of your choice from the warlock spell list. You learn an additional cantrip at 10th level.
Preparing and casting spells The spell shot table shows how many blanks (represented by slots) you have to cast your spells of first level and higher.
You prepare the list of warlock spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of warlock spells equal to your Intelligence modifier + 1/2 your rogue level (minimum of one spell). The spells must be of a level for which you have spell slots.
Spellcasting Ability Intelligence is your spellcasting ability for your warlock spells, since your knowledge of gun lore allows you to prepare your enchanted blanks. 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 warlock spell you cast, but when making an attack roll you can use intelligence OR dexterity.
Spell save DC=8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier=your proficiency bonus + your Intelligence modifier
Create Gundead
At 9th level, your arcane power over things ballistic reaches a new height: creation of small creatures from munitions. You gain the ability to ritually cast the spell find familiar, with the following additional options, the stat blocks for which can be found at the end of this document.
- Gun Fairy
- Bullet bat
- Muzzle Flare
Creatures conjured using this feature can make attacks as normal.
Quickdraw
Starting at 13th level, when a creature you can see would make an attack against you, you can use your reaction to make a ranged weapon attack with a gun against them.
Gunwitch Spell Shots
| Rogue level | Cantrips Known | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|
| 3rd | 3 | 2 | - | - | - |
| 4th | 3 | 3 | - | - | - |
| 5th | 3 | 3 | - | - | - |
| 6th | 3 | 3 | - | - | - |
| 7th | 3 | 4 | 2 | - | - |
| 8th | 3 | 4 | 2 | - | - |
| 9th | 3 | 4 | 2 | - | - |
| 10th | 4 | 4 | 3 | - | - |
| 11th | 4 | 4 | 3 | - | - |
| 12th | 4 | 4 | 3 | - | - |
| 13th | 4 | 4 | 3 | 2 | - |
| 14th | 4 | 4 | 3 | 2 | - |
| 15th | 4 | 4 | 3 | 2 | - |
| 16th | 4 | 4 | 3 | 3 | - |
| 17th | 4 | 4 | 3 | 3 | - |
| 18th | 4 | 4 | 3 | 3 | - |
| 19th | 4 | 4 | 3 | 3 | 1 |
| 20th | 4 | 4 | 3 | 3 | 1 |
Kill the Past
At 17th level, you uncover the secrets of a long-forgotten gun-mage. You can summon yourself from the future in an empty space adjacent to your own at no action cost to yourself. Both of you act on your own initiative count and take a full turn, but your future self cannot cast additional spells. At the end of this turn, your future self departs. Within one minute, you must then fire a special blank that allows you to travel to the past, causing you to disappear until the start of your next turn. If you are killed before you do, or if you fail to do so, you take 10d10 force damage as reality is forced to correct for the paradox. Once you have used this feature, you cannot do so again until you have completed a short or long rest.
Bullet Bat
Tiny Monstrosity, Chaotic Neutral
- Armor Class 11
- Hit Points 1 (1d4-1)
- Speed 40ft flying
STR DEX CON INT WIS CHA 3 (-4) 14 (+2) 7 (-2) 4 (-3) 12 (+1) 7 (-2)
- Skills Perception +3
- Condition Immunities Prone, Charmed
- Senses Passive Perception 13
- Languages --
- Challenge 0 (10 xp)
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 1 piercing damage
Fire. Ranged Weapon Attack: +4 to hit, range 30ft, one target. Hit: 5 (1d6)+2 Piercing Damage. When it fires, the bullet bat launches its body like a bullet at its target. If it hits, it must spend half its movement to resume flying, and cannot fire again for one minute.
A bullet bat is a bat-like creature that resembles a bullet with wings and a tiny chiroptine face and legs. It's unclear if this monster was originally the result of mis-applied animating magic or perhaps strong magic ammunitions left unattended for centuries. Regardless, it is now a staple familiar for gunwitches everywhere for its affinity for blanks.
Gun Fairy
Tiny Fey, Chaotic Neutral
- Armor Class 11
- Hit Points 6 (3d4)
- Speed 30ft flying, 5ft walking
STR DEX CON INT WIS CHA 2 (-4) 13 (+1) 8 (-1) 11 (+0) 10 (+0) 12 (+1)
- Senses Passive Perception 10
- Languages Common, Sylvan
- Challenge 1/8 (25)
Actions
Shoot. Ranged Weapon Attack: +3 to hit, range 50ft, one target. Hit: 4 (1d6+1) piercing damage
A gun fairy is the result of prolonged fey exposure to gun magic, a type of arcana the fairy itself does not truly understand, but that it nevertheless adopts as its own. Appearing as simply ordinary fairies with the trappings and equipment of marksmen, gun fairies are typically believed to accompany those who do not wish to lose themselves in their craft.
Muzzle Flare
Tiny Undead, Chaotic Neutral
- Armor Class 14 (Natural Armor)
- Hit Points 1 (1d4-1)
- Speed 30ft flying
STR DEX CON INT WIS CHA 5 (-3) 13 (+1) 5 (-3) 6 (-2) 9 (-1) 15 (+2)
- Damage Vulnerabilities Cold
- Damage Immunities Bludgeoning, Piercing, and slashing damage from nonmagical weapons
- Condition Immunities Prone, Grappled, Restrained, Poisoned
- Senses Passive Blindsight 60ft, percepton 9
- Languages --
- Challenge 1/8 (25 xp)
- Burning The muzzle flare dies instantly if it comes into contact with water. Any creature besides its summoner that touches it takes 1d4 fire damage.
Actions
Singe. Attack Style: +4 to hit, Reach 5ft, one target. Hit: 4 (1d4+2) damage
The Muzzle flare resembles a tiny will-o-the-wisp, tinged orange and smelling faintly of sulfur. In gunwitches' lore it is said to represent both the will of a gun to create destruction and the spirit that connects gun, powder, and bullet.