#
Destrezan
##### The Academic Fighter
##### Arcabuses
| Name | Cost | Damage | Weight | Properties |
|:---:|:---:|:---| :---:| :--- |
| Pistol | 75gp | 1d6 | 3 lbs | Light,
reload 6 (range 60/240)|
| Shotgun | 90gp | 2d8 | 8 lbs | Cone, heavy,
reload 2 (range 20/60), two-handed |
| Rifle | 90gp | 1d10 | 5 lbs | Reload 4
(range 150/600),
two-handed |
| Long Rifle | 150gp | 3d10 | 10 lbs | Heavy, reload 1
(range 300/1200),
two-handed
*Cone - Arcabuses with the cone property can expend two shots in one attack to deal damage in a 15 ft cone. Creatures in the cone must make a dex save against 10 + your proficiency + your dexterity mod. On a success, they take half damage.
**Reload - Arcabuses hold a number of shots equal to their reload property. Once they reach that number, you must spend an attack action to reload your arcabus.
Arcabuses require a special ammuntion made of crystallized magic energy called aether shots. You can create 20 aether shots over a long rest and 5 over a short rest.
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> ##### DM Note
> In most settings it will be unlikely that your players will find enchanted arcabuses. If you're providing magic weapons to other players, consider making special materials available that an arcabusier can use to craft an arcabus or aether shots with properties similar to other magic weapons.
#### Marksman
Additionaly at 3rd level, your tinkering skills allow you to spend 1 flair point as a bonus action to perform the following tricks with ranged weapons.
* **Overwatch:** Movement within your weapon's normal range provokes attacks of opportunity.
* **Prime:** Your next arcabus shot is at disadvantage, but deals double damage.
* **Vital Shot:** The target of your next successful attack must make a con save. On a failure, they are stunned until the end of their next turn.
#### Spell Shot
Starting at 7th level, you can spend a spell slot to add an additional effect to your arcabus shots. These can't be combined with your marksman tricks. If using an arcabus's cone attack, apply the damage and effects to the cone attack instead.
* **Explosive:** Creatures in a 10 ft radius of the target must make a dex save. On a failure, they take 2d6 fire damage. On a sucess, they take half damage. The damage increases by 1d6 for every spell slot level above 1st.
* **Flashbang:** Creatures in a 20 ft radius of the target must make a con save. On a failure, they are deaf or blind for 1d4 rounds. Affected creatures can repeat the save at the end of their turn. For every spell slot level above 1st, add 1d4 thunder damage to the attack.
* **Smoke:** Fill a 30 ft radius sphere around the target with obfuscating smoke for 10 minutes or until a wind of moderate or greater spell disperses it. For every spell slot level above first add 1d4 poison damage to the attack, and for the duration a creature takes that poison damage when they first enter the smoke or start their turn in it.
#### Customize
Once you reach 11th level you can tweak the design of your arcabuses. When crafting an arcasbus you can add two of the following options or you can spend an hour adding one to an existing arcabus. An arcabus can't have more than two customization options at a time.
* **Masterwork:** Add +1 to attack and damage.
* **Supressor:** Your shots can't be detected by sound or light past 60 feet.
* **Precise:** The arcabus can now crit on 19 or 20.
* **Rifling:** Double the normal range of the arcabus. (The maximum range doesn't change.)
* **Stripped:** Reduce the weight by half. Arcabuses with the heavy property lose it. If it has the light property, you have advantage on checks to hide it.
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#### Rapid Reload
At 15th level you can reload an arcabus as a bonus action.
#### Sidestep
Also at 15th level, as a reaction, you can spend a flair point to impose disadvantage on all ranged attacks against you.
#### Eagle Eye
Upon reaching 20th level, you can display your precision by spending 3 flair points to gain advantage all ranged attacks until the start of your next turn.
### Anti-Magic
Those who choose to study anti-magic have a particular distaste or interest for magic users. You have embraced the arcane in order to fight it.
#### Field Spells
You learn the following spells at the given destrezan level. You always have these spells prepared and they don't count against the number of spells you can prepare each day.
| Level | Spells |
|:---:|:-----------:|
| 3 | Absorb Elements,
##### Cantrips (0 Level)
- Acid Splash
- Blade Ward
- Booming Blade
- Chill Touch
- Dancing Lights
- Fire Bolt
- Friends
- Green-Flame Blade
- Light
- Lightning Lure
- Mage Hand
- Mending
- Message
- Minor Illusion
- Poison Spray
- Prestidigitation
- Ray Of Frost
- Shocking Grasp
- Sword Burst
- True Strike
##### 1st Level
- Alarm
- Burning Hands
- Detect Magic
- Expeditious Retreat
- False Life
- Feather Fall
- Identify
- Illusory Script
- Magic Missile
- Shield
- Silent Image
- Sleep
- Zephyr Strike
##### 2nd Level
- Arcane Lock
- Blur
- Continual Flame
- Cordon of Arrows
- Darkvision
- Darkness
- Dragon's Breath
- Heat Metal
- Magic Mouth
- Magic Weapon
- Melf's Acid Arrow
- Pyrotechnics
- Shatter
- Warding Wind
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##### 3rd Level
- Bestow Curse
- Conjure Barrage
- Dispel Magic
- Elemental Weapon
- Fear
- Feign Death
- Flame Arrows
- Glyph of Warding
- Haste
- Hypnotic Pattern
- Lightning Arrow
- Magic Circle
- Sending
- Stinking Cloud
- Tongues
##### 4th Level
- Arcane Eye
- Banishment
- Confusion
- Dimension Door
- Dominate Beast
- Elemental Bane
- Fabricate
- Freedom of Movement
- Sickening Radiance
- Staggering Smite
##### 5th Level
- Cone of Cold
- Conjure Volley
- Contact Other Planes
- Contagion
- Control Winds
- Dream
- Far Step
- Rary's Telepathic Bond
- Steel Wind Strike
- Teleportation Circle