Gun Hexen v1.5

by EclipseFaze

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Hexen


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

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

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 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, using mostly minor level magic. 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.

The Hexen
Level Proficiency Bonus Features Blasts Cantrips Charms
1st +2 Pact Gun, Æthersling, Charms 3
2nd +2 Charms, Feel The Power 3 1
3rd +2 Archetype, Blasts 1 3 1
4th +2 Ability Score Improvement 2 4 2
5th +3 Aether Shot 2 4 2
6th +3 Charged Shot, Educated Guess 2 4 3
7th +3 Archetype Feature 3 4 3
8th +3 Ability Score Improvement 3 5 3
9th +4 Dead Eye 3 5 3
10th +4 Archetype Feature 3 5 4
11th +4 Kip Up 4 5 4
12th +4 Ability Score Improvement 4 6 4
13th +5 Archetype Feature 4 6 4
14th +5 Blast Zone 5 6 5
15th +5 Shoot to Kill 5 6 5
16th +5 Ability Score Improvement 5 7 5
17th +6 Hip Shooter 5 7 5
18th +6 Fan the Hammer 6 7 5
19th +6 Ability Score Improvement 6 8 6
20th +6 Master Blaster 6 8 6

Class Features

As a Hexen you gain the following features

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: Gunsmith Tools

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose three from Arcana, History, Insight, Perception, Stealth, Acrobatics

Equipment

You start with the following equipment (or 3d4x10 gp), in addition to the equipment granted by your background:
• An adventurers pack or explorers pack
• Leather Armor
• Any simple firearm
• A dagger

Pact Gun

You learn a ritual that imbues your firearm with a spark of the arcane, creating a Pact Gun. Choose a simple firearm and choose a damage type from acid, cold, fire, and lightning. Your pact guns damage dice is that of the chosen firearm and its damage type is the one you selected upon it`s creation. You can have no more the two pact guns at a given time. You can perform the ritual over the course of 1 hour, which can be done during a short rest. Additionally you can transform up to two magic firearms into your pact gun by performing a special ritual while you hold the weapon over the course of 1 hour.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand, but may only summon one at a time. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Aethersling

Your studies into manipulating the arcane for enhancing your firearms has allowed you to learn unique magics meant to be channeled through your firearm. You learn two cantrips from the Hexen spell list and gain additional cantrip as you level up, detailed in the class block. Your spellcasting ability for these cantrips is Wisdom.

Charms

Starting at 2nd level you learn to craft small charms imbued with magic, the first step to mastering blasts. You learn to craft a number of charms indicated in the charm section of the class 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 detailed at the end of the class.

Feel The Power

Starting at 2nd level, when you are targeted or affected by an arcane spell you immediately know what spell slot level was used to cast it, or its equivalent power.

Dear Brother,

I could hardly believe it the first time I saw it! A woman pulled out a firearm, took aim and BAM! Torrents of brimstone just exploded from the barrel! I was not expecting that. It was incredible, though I doubt the hobgoblins thought as much. They seemed busy trying to put themselves out and all.

-Breya

Blasts

Starting at 3rd level you learn the pinnacle of the Hexens art, Blasts. Devistating mannipulations of magic meant to be channeled through a firearm. You learn a number of blasts as indicated in the blast column of the class table. When you gain a 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

Coven

At 3rd level, you choose a Coven that you strive
to emulate in your combat styles and aether
weaving. Choose Marksman or Arcane Slinger,
all detailed at the end of the class description.
The archetype you choose grants
you features at 3rd level and
again at 7th, 10th, and 13th
level.

Ability Score Improvement

When 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
can’t increase an ability score above 20 using
this feature.

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.

Educated Guess

Starting at 6th level, your perceptions are always
measured and exact. You are able to count
seconds and minutes without error, up to consecutive

8 hours, and you immediately know the measurements and distances of anything you can clearly see, down to 1/25th of an inch (or a millimeter).

Seeking Shot

Beginning at 9th level, when you make a ranged attack roll and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Kip Up

Starting at 11th level you may quickly put yourself back on your feet. When you are prone, standing up uses only 5 feet of your movement.

Blast Zone

Beginning at 14th level, your blast is available whenever battle starts. If you roll initiative and have no uses of Blasts remaining, you regain one use of it.

Shoot to Kill

Starting at 15th level, you land a critical hit on a natural 19-20 when attacking with a firearm.

Hip Shooter

Beginning at 17th level, you do not suffer disadvantage when making ranged attacks in melee. In addition, the first time you hit a creature with a ranged attack who is no more then 5 feet   away you deal extra damage equal to your proficiency bonus.

Fan the Hammer

Starting at 18th level, as an action you can make a number of          attacks equal to your firearms reload, up to 6. You can          make all attacks on one           target or divided among           targets within                       range. Once you use this                feature                    you must complete a long rest to do                                               so again.

                                                 Master Blaster

                                     At 20th level you may choose one blast         that you know.   Whenever you charge this blast you do            not lose the use of it

Coven

All 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. Hexen use techniques similar to their forbearers but learn a smaller number of spells. The Arcane Slinger uses their magic for mobility, additional protection in combat and to hamper their foes, becoming a menace to those they face.

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, you can 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. Wisdom is your spellcasting ability for your wizard spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a wizard 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 Wisdom Modifier

Arcane Slinger Spellcasting
Hexan
Level
Spells
Known
1st 2nd 3rd 4th
3rd 3 2
4th 4 3
5th 4 3
6th 4 3
7th 5 4 2
8th 6 4 2
9th 6 4 2
10th 7 4 3
11th 8 4 3
12th 8 4 3
13th 9 4 3 2
14th 10 4 3 2
15th 10 4 3 2
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.

Temporal Anchor

Starting at 7th level, you can designate a square you occupy as an anchor. For the next minute, as an action or a reaction to being hit you can teleport back to the anchor location. You can use this feature a number of times equal to your proficiency bonus.

Once all uses of this feature are expended you must complete a long rest to do so again.

Witches Sight

Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest.


  • Darkvision. You gain darkvision out to a range of 60 feet, as described in chapter 8.
  • Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.
  • Greater Comprehension. You can read any language.
  • See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.

Phase Rush

Starting at 13th level, When you use the Attack action or cast a spell, you can teleport up to 10 feet before each attack or cast to an unoccupied space you can see.

Additionally, you can use your action to teleport up to 60 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If the creature is not willing then it must make an Intelligence saving throw. On a failed save you both teleport, swapping places.

Once you use this feature, you can't use it again until you finish a short or long rest or you cast an abjuration spell of 1st levei or higher.

Marksman

The aim of your training has been to deliver death from a distance, as great a distance as you can. But snipers are as diverse as they are dangerous. They are Tinkers’ who create new inventions, guardians of nature who defend ancient woods, and scouts who stalk the far edges of a battlefield. Snipers are more than just their tools: patience, preparation, and strategy are key to every successful operation.

Long Shot

Starting at 3rd level you no longer suffer disadvantage when making a ranged attack at its long range.

Additionley as a bonus action, you give yourself advantage 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 after you use the bonus action, your speed is 0 until the end of the current turn

High Ground

Starting at 7th level, when you are on higher elevation then your target your shots become more deadly. For every 10 feet of elevation you have above the target of your attack, you deal an additional 1d8 damage up to a maximum of 5d8.

In addition you do not suffer disadvantage with your ranged attacks from being prone

The Roost

At 10th level, when you make a Ranged Weapon Attack while hidden you make a Dexterity (Stealth) check contested by highest Wisdom (Perception) of present enemies, if you win the contest your position is not revealed.

If you spend 10 minutes you can set up a defensive firing position. While in this position you have half Cover against Ranged attacks, if you are Prone then this bonus increases to three quarters cover.

Overwatch

Starting at 13th level, you can use a reaction to make a ranged attack against an enemy that moves 5 feet or more within your range.

I wait in the shadows for you to appear, looking down my barrel I see my target clear. One moment a soldier with heart and head, the next just a corpse on the field of the dead.

-A Marksmans Poem

Spells

Cantrips (0 Level)
  • Aaero Shot
  • Acid Spray
  • Air Lift
  • Blade Ward
  • Conjure Mist
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Decomppose
  • Diablism
  • Encode Thoughts
  • Flame Gout
  • Friends
  • Gust
  • Interposing Force
  • Kinetic Blast
  • Light
  • Mage Hand
  • Mending
  • Minor Divination
  • Minor Illusion
  • Mold Earth
  • Origami
  • Prestidigitation
  • Pyre Retreat
  • Resistance
  • Rime Shot
  • Shape Water
  • Shooting Star
  • Silence Shot
  • Soul Shackle
  • Spark Rain
  • Tracer
  • Thunderclap
  • True Strike
  • Warp
  • Whirlwind Dennial

Meager Minds Manifest Minor Magics

-Hexen Proverb

Aaero Shot

Evocation Cantrip


  • Casting Time: 1 action
  • Range: as weapon
  • Components: V, S
  • Duration: Instantaneous

You launch a bolt of compressed air towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 bludgeoning damage.

A target hit by a bolt must make a Strength saving throw or be pushed back 5 feet.

The spell creates more than one bolt when you reach higher levels: two boltss at 5th level, three bolts at 11th level, and four bolts at 17th level. You can direct the bolts at the same target or at different ones. Make a separate attack roll for each bolt.

Acid Spray

Evocation cantrip


Casting Time: 1 action
Range: As Weapon
Components: V, M (a weapon)
Duration: Instantaneous


As part of the action used to cast this spell, you must make an attack with a weapon against one creature otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green ichor splashes onto the creature. The creature takes an additional 1d8 acid damage at the beginning of it`s next turn.

This spell's damage increases when you reach higher levels. At 5th level, the attack deals an extra 1d8 acid damage to the target and 1d8 at 11th level and 17th level.

Adhere

Transmutation Cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute

You reach out your hand and touch two objects with your thumb and pinky finger.

This spell causes an object no larger than 1 foot in any dimension that you are holding to stick to another object of your choice that it is touching. The adhesion can support no 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.

Conjure Mist

Conjuration Cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: concentration

A sudden mystical fog fills a 10 foot radius around the caster. This fog billows out from the caster’s body and lightly obscures all visibility within that radius, granting partial cover to all within.

Diablism

Necromancy Cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: 1 hour

This spell channels a small amount of necrotic energy to the users finger tips, that novice necromancers use for practicing the dark arts in a safer, controlled way. You create one of the following magical effects within range:

  • Touch an object. Centering on that object, in a 20 foot radius, bright light becomes dim light, and dim light becomes darkness for 1 minute.
  • An object you touch lightly decays. Wood rots, glass cracks, flowers wilt. This effect isn't strong enough to effect creatures, but it can effect the things they wear, such as causing a leather belt to rot and fall away.
  • You can reanimate a small or tiny 0 CR creature for 24 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 reanimated creature dies, or the effect ends.

You can dismiss either of the non-instantaneous effects as an action.

Dear Sister,

That sounds incredible! I heard another mysterious gunslinger wielding strange looking pistols of crystal was seen in the next kingdom. With the news of beasts becoming more active, it seems these 'Hexens' too are roused, for better or worse.

-William

Flame Gout

Evocation cantrip


Casting Time: 1 action
Range: 15 feet (cone)
Components: V, M (a weapon)
Duration: Instantaneous


As part of the action used to cast this spell, you must make an attack with a weapon against one creature otherwise the spell fails .Make an attack roll and compare the result to each creature in a 15 foot cone originating from your position. Each hit creatures takes 2d4 fire damage and you are pushed back 5 feet.

This spell's damage increases when you reach higher levels. At 5th level, the attack deals an extra 1d4 fire damage, and increase by 1d4 at 11th level and 17th level.

Interposing Force

Abjuration Cantrip


  • Casting Time: reaction
  • Range: 1 creature within 60 feet
  • Components: V, S
  • Duration: Instant

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 generate an unstable field of force between the attack and the target. The beneficiary of this spell effect may add 1d4 to its armor class for the duration of that attack roll. After that attack roll is completed the force shield dissolves. This spell offers no protection against further attack rolls this round.

Kinetic Blast

Evocation cantrip


  • Casting Time: 1 action
  • Range: As Weapon
  • Components: V
  • Duration: Instantaneous

As part of the action used to cast this spell, you must make an attack with a weapon against one creature otherwise the spell fails. On a hit, the target suffers the attack's normal effects and the target is pushed back 5 feet. This spell's damage increases when you reach higher levels. At 5th level, the attack deals an extra 1d8 thunder damage to the target. The damage increase by 1d8 at 11th level and 17th level.

Minor Divination

Divination Cantrip


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instananeous

This spell is a minor magical trick that novice diviners use for 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.
  • You discern the target's birth month (or season).
  • You discern the target's exact height and weight.
  • You discern the target's placement within an arbitrary but astrologically generated system you are both familiar with, such as the target's astrological sign, affiliated element, or tribal animal.
  • You discern a single piece of information about the target, such as the target's handedness, favorite food or color, or a number the target is currently thinking of. The target must consider the information—and its dissemination—inconsequential.

Because the information is generated by the target's own mind, any faulty information believed by the target will be passed along by the spell. While this spell is primarily used to entertain, an unscrupulous diviner could use the confidence and trust they build with a willing creature to coerce or manipulate them.

Minor Invisibility

Illusion Cantrip


  • Casting Time: 1 actionn
  • Range: Touch
  • Components: V, S
  • Duration: 1 Minute

This spell is a minor magical trick that illusion enthusiasts use for practice. Your touch creates one of the following magical effects, which lasts for 1 minute unless otherwise stated:

  • You make an object become invisible. The object can’t be larger than 3 feet on a side, can't weight more than 10 pounds.
  • You make a creature's appendage become invisible (e.g. arm, leg, wing, tail, head). The creature must be Large or smaller.
  • You make a nonmagical mark, symbol, blemish, tattoo, scribble, or up to 300 words (about one page of text) disappear from a surface.
  • Your body becomes blurred, shifting and wavering to all that can see it. While you are blurred this way, creatures that rely on sight have disadvantage on attack rolls against you, and you make Dexterity saving throws with advantage against spells and effects that target only you. This illusion is a flavorful variant of the Dodge action and it lasts until the start of your next turn.

Physical interaction with an invisible object (or appendage) reveals the illusion for the creature interacting with it. A creature that suspects an illusion can also see through the illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusory effect for what it is, the invisible object becomes faint to the creature.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Origami

Transmutation Cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V,S
  • Duration: Concentration 1 hour

You magically fold and animate a Tiny piece of paper or similiar material, such as a leaf, within range. You can fold it into one of the following shapes:

Boat: The boat floats on and is not destroyed by water. When placed in water, you can mentally direct the boat to move in any direction along the water's surface, at a speed of 5 feet per round. The boat is able to carry a single Tiny object that weighs 1 pound or less.

Crane: The crane has a fly speed of 10 feet. You can mentally direct the crane to move, or name a location within 1 mile that you know of. The crane will fly to the location and land, becoming inert.

Dog: The dog has a movement speed of 10 feet. You can 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 speed towards it and gives off a loud barking noise. Afterwards, the dog unfolds itself and becomes inert.

Flower: The flower is controlled by the time of day. It is open during the day and closed during the night. During sunrise and sunset, the flower slowly opens and closes respectively.

Samurai: The samurai has a movement speed of 5 feet. You can mentally direct the samurai to move. The samurai always points his sword in the direction of the nearest castle or fort.

You can have up to 5 pieces of origami active at once.

Soul Shackle

Evocation cantrip


  • Casting Time: 1 action
  • Range: As Weapon
  • Components: V
  • Duration: Instantaneous

As part of the action used to cast this spell, you must make an attack with a weapon against one creature otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and must make a Dextarity saving throw. On a failed save the 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 damage and increase by 1d8 at 11th level and 17th level.

Spark Rain

Evocation cantrip


Casting Time: 1 action
Range: As weapon
Components: V, M (a weapon)
Duration: Instantaneous
As part of the action used to cast this spell, you must make an attack with a weapon against one creature otherwise the spell 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.

This spell's damage increases when you reach higher levels. 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.

Rime Shot

Evocation cantrip


  • Casting Time: 1 action
  • Range: As weapon
  • Components: V, M (a weapon)
  • Duration: Instantaneous

As part of the action used to cast this spell, you must make an attack with a weapon against one creature otherwise the spell fails. On a hit the target suffers the attacks normal effect, and each creature in a 15 foot line behind the hit target takes cold damage equal to your spellcasting ability modifier.

This spell's damage increases when you reach higher levels. At 5th level, the attack deals an extra 1d8 cold damage damage, and the secondary targets take 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

Shooting Star

Conjuration cantrip


  • Casting Time: 1 action (part of a ranged attack)
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You fire your weapon and two silvery motes fall from the heavens. You can direct them at one or two targets. Make a 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 end of your next turn. The target gains no benefit from cover for these attack rolls.

The spells damage increases by 1d4 when you reach 5th level (2s4), 11th level (3d4(, and 17th level (4d4)

Silence Shot

Enchantment cantrip


  • Casting Time: 1 action
  • Range: As weapon
  • Components: V
  • Duration: 1 round

As part of the action used to cast this spell you must make a weapon attack against one creature within the spells range, otherwise the spell fails. On a hit, the target suffers the attacks noraml effects, and its mouth is covered by a violet veil until the start of your next turn. If the target willingly speaks before then, it immediatly takes psychic damage equal to your spellcasting ability modifier, and the spell ends.

This spells damage increases when you reach higher levels/ At 5th level the weapon attack deals an extra 1d8 psychic damage to the target, and the damage the target takes for speaking increases to 1d8+ your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

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).

Blasts

Blasts

By channeling the the aether through your gun you can create powerful effects called blasts. Beginning at 2nd level you know two blasts and learn more at the indicated levels in the blast column. When you hit a creature with a ranged weapon Attack, you can expend one blast to apply a blasts effects to the attack, in addition to the weapon's damage.

You can use this feature a number of times equal to your Proficiency modifier. You regain any expended uses when you finish a short or long rest.

Blast save DC = 8 + your proficiency bonus + your Wisdom modifier

Light Clap

The target creature must make a Dexterity saving throw. On a failed save the target is blinded until the beginning of your next turn.

Charged: The target and any creature within 15 feet able to see the hit target are blinded for 1 minute. Additionally if any creature subjected to this blasts fails their saving throw by 5 or more they are stunned until the beginning of their next turn.

At the end of each of its turns, it can make another Constitution saving throw to end the effect.

Briar Embrace

When this blasts strikes its target, conjuration magic creates grasping, poisonous brambles, which ensconce the target. The creature hit by the blast takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting.

The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Blast save DC. Otherwise, the brambles last for 1 minute or until you use this option again.

Charged: This blasts effects every creature in a line 5 feet wide and 60 feet long. Additionaly the damage increases from a d6 to a d10.

Mooring

After a successful attack the target creature must make a Strength saving throw. On a failed save they are knocked prone, and standing up requires all of their movement.

Charge: On a failed save the target is also pushed back 15 feet and takes 2d6 damage for each 5 feet they were pushed if the target collides with a terrain feature.

Seeking Spirits

You fire four magical spirit shaped darts of force. Each one hits a creature you can see within range. These darts deal 1d6 + 1 force damage. The darts all strike simultaneously, and you can direct them to hit one creature or several.

Charged You instead fire eight darts.

Purgatory

Prerequisite: Level 5

The creature hit by the blast must succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

Charged: The creature hit by this blasts continues to blink in and out of reality. Once the effected creature reappeares it must repeat the saving throw. On a failure it is once again shunted into purgatory at the beginning of its next turn. On a success it remains anchored to this plain. After two successes or 1 minute has passed the effects end.

Poison Kiss

After a successful attack the target creature must make a Constitution saving throw. On a failed save they become poisoned for 1 minute and suffers 3d4 poison damage at the start of each of its turns. At the end of each of its turns, it can make another Constitution saving throw to end the effect.

Charge: On a failed save the target takes 3d6 poison damage instead at the beginning of their turn for 1 minute or until the effect ends, and a cloud of poison billows out in a 10 foot sphere from the target and moves with it, which remain for 1 minute. Any creature that enters the sphere or starts its turn within the sphere must make a Constitution saving throw or become poisoned and take poison damage.

Rupture Spire

A spire of jagged rock erupts from the ground in a square adjacent to the target dealing 3d6 slashing damage. The target must make a strength saving throw or be pushed back 5 feet. This spire remains in place and provides half cover.

Charged: Up to seven spires erupt from the ground in locations of your choosing within 30 feet of your initial target. These spires deal damage to creatures they erupt by except the damage increases to 5d6, and they remain providing half cover.

Stitching Shadows

After a successful attack, squirming, ebony threads of shadowstuff fill a 10-foot square on the ground that you can see within range. For the next minute, these shadow threads turn the ground in the area into difficult terrain.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 necrotic damage and be restrained by the piercing threads until the spell ends. A creature that starts its turn in the area and is already restrained by the threads takes 3d6 necrotic damage.

Charge: The damage is increased to 5d6, and the square becomes 20 foot. In addition, when a creature takes necrotic damage from this effect you regain a number of hitpoints equal to half the damage dealt.

Storm Front

As part of your ranged attack, a bolt of lightning flashes down and strikes the target dealing 3d8 lightning damage. Each creature within 5 feet of the target must make a Dexterity saving throw or suffer 1d8 lightning damage on a failed save, or half as much damage on a successful one.

Charged: A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius. Bolts flash down and strike each target you hit with a ranged attack for 1 minute within the area of the storm cloud, dealing 3d8 damage.

Terrifying Visions

After a successful attack, the target takes 2d8 psychic damage and must make a Charisma saving throw. On a failed save the target becomes frightened of you until the beginning of your next turn.

Charge: The target and each creature within 20 feet of it becomes frightened of you for 1 minute and must use their reaction to move away from you up to their move sped. At the end of each of its turns, it can make another Charisma saving throw to end the effect, taking 2d8 psychic damage on a failed save.

Toxic Deluge

As part of your ranged attack each creature the target of your attack and each creature adjacent to the target must make a dexterity saving throw, taking 3d6 acid damage or half damage on a successful save.

Charged: A sizzling torrent of toxic rain falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range for 1 minute. Each creature in the Cylinder when the rain begins, and each creature the starts or ends its turn in the area must make a Dexterity saving throw. A creature takes 2d8 poison damage and 4d6 acid damage on a failed save, or half as much damage on a successful one.

Volcanic Gyser

An explosion of flame and lava 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 enemy 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.

Warp

After a successful attack the target creature takes 2d6 force damage and must make a Charisma saving throw. On a failed save you may teleport the creature or yourself up to 20 feet in any direction from its origin.

Charge: You may teleport both yourself and the creature up to 30 feet, and you both deal 3d6 additional force damage to creatures adjacent to your new location.

Winds Wrath

A line of strong wind 60 feet long and 10 feet wide blasts from 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 saving throw or be pushed 20 feet away from you in a direction following the line and must repeat this saving throw the first time they enter or start their turn in this line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area.

Charged: A whirlwind erupts from your blasts point of impact that you can see on the ground within range. The 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 whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one.

In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.

A restrained creature can use an action to make
a Strength or Dexterity check against your Blast
save DC. If successful, the creature is
no longer restrained by the whirlwind
and is hurled 3d6 × 10 feet away
from it in a random direction and is
subjected to fall damage.

Winters Breath

A burst of cold air swirls around the target dealing 3d6 cold damage and reducing its movement speed and each creature adjacent to it by 10ft.

Charged: A whirlwind of freezing wind and sleet spreads around the target leaving an icy are 10 foot around. It lingers and spreads another 5 feet out from the origin point in all directions 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 Well

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 up to 1 minute.

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 50 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.

Dawn Hammer

A beam of searing light burns down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. For the next minute, bright light fills the cylinder.

When a creature enters the beams area for the first time on a turn, starts its turn there, or the beam passes over them they make a Dexterity saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.

On each of your turns after you cast this blast, you can use an action to move the beam up to 60 feet in any direction.

Charrged: The beams radius increases to 10 feet and the damage increases too 4d10.

Hydra

Three purple hydra heads made of poison streak out to strike the target, or you can direct them at different targets within 60 feet, comparing your attack roll to the AC of the other targets. The Hydra heads deal 3d12 poison and piercing damage, or 1d12 per head

Charged: After striking, the heads vanish and each erupt from the ground within 60 feet. These heads remain for 1 minute, or until reduced to zero HP and act immediatly after you in the initiative order.


Hydra Head

Construct


  • Armor Class 10 + half your level rounded up.
  • Hit Points 10 + 2 x your level.
  • Speed 0.

STR DEX CON INT WIS CHA
18 (+4) 0 0 0 0 0

  • Saving Throws As yours
  • Damage Resistances bludgeoning, piercing, and slashing
  • Damage Immunities poison
  • Condition Immunities all

Actions

Bite. Melee Attack: casters spell casting modifier to hit, reach 15ft., one target. Hit (3d8 + proficiency bonus) poison and piercing damage and the target is grappled. On its turn the Hydra Head can make a bite attack with advantage against a grappled target, but must release a grappled target to bite a different creature.

Toxic Breath.(recharge 5-6) The Hydra Head exhales poison in a 30-foot cone. Each creature in that area must make a Dexterity saving throw using your Blast save DC, taking 24 (8d6) poison damage on a failed save, or half as much damage on a successful one.

Charms

Acorn Charm

You can cast Speak with Animals at will

Bone Charm

You can cast Find Familiar for free. Once you do so you must complete a short or long rest to do so again.

Book Charm

You can cast the Sending spell. Once you use this charm you must complete a short or long rest to do so again.

Cloak Charm

When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Compass Charm

You always know true north. In addition you can perfectly recall any path you have traveled.

Eye Charm

Prerequisite: Level 5

As an action, you gain the ability to see through solid objects to a range of 15 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.

Once you use this charm, you can’t use it again until you finish a short or long rest.

Feather Charm

Prerequisite: Level 5

This charm has 6 feather and recharges fully at dawn. You have a flying speed equal to 5 multiplied by the number of remaining charges in feet. As a bonus action, you can speak the command word to make the wings appear or disappear which can remain for up to 10 minutes at a time and count as being used for a minimum of 1 minute each time they are summoned. Once used for 10 minutes you must complete a long rest to summon the wings again.

As an action while the wings are present, you can expend 1 feather to hurl a flurry of razor-sharp feathers in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity 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.

Ghost Charm

You can cast Blink and Misty Step for free once each. Once you use this charm you must complete a long rest to do so again.

Mirror Charm

Prerequisite: Level 7

As an action your appearance magically changes to become a jester. At the same time, 5 perfect illusions that are identical to you and appear in random unoccupied spaces within 30 feet of you. When the jesters appear, each creature of your choice within 60 feet of you must succeed on a DC 15 Wisdom saving throw or be charmed by you as if you had cast the enthrall spell (no concentration required).

Each clone is indistinguishable from you and shares your AC, initiative, speed, and bonuses to saving throws. On your turn, you can mentally command each clone where to move (no action required). You can choose to see through a clones eyes, hear what it hears, or speak through it in your own voice. A creature with truesight can determine which clone is you.

The clones remain as long as you concentrate (as if concentrating on a spell), to a maximum of 1 minute. A clone disappears early in a plume of smoke if it takes any damage, if it's more than 120 feet away from you, or if you choose to expend it in order to create one of the following effects:

As an action, you can expend 1 or more clones to cast one of the following spells (save DC 15, no concentration required): charm person (1 clone), confusion (3 clones), greater invisibility (4 clones), hypnotic pattern (3 clones), levitate (2 clones), or major image (3 clones).

When you cast a spell in this way, you can cause the spell to originate from you or from a clone that you can see.

As a bonus action or as a reaction when you take damage, you can expend 1 clone to immediately and imperceptibly teleport, swapping places with it. The clone disappears after it arrives in your original space.

When the last clone disappears, any effects or spells created by the clones end.

Once you use this charm you must complete a long rest to do so again.

Horn Charm

As an action a deep, rumbling tone bursts from the charm, audible up to 200 feet. 1d4 wolves magically appear for up too 10 minutes. They obey your commands and act immediately after you in the initiative order.

Once you use this charm you must complete a long rest to do so again.

Horse Shoe Charm

Prerequisite: Level 5

You can cast the Find Steed spell. Once you do so 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 Deception.

Key Charm

You gain a +2 bonus to Dexterity (Sleight of hand) checks. Additionally you can cast the Knock spell once a day.

Loupe Charm

You can use an action to cast Comprehend Languages or Locate Object. Once you do so you cannot do so again until the next dawn.

Lightning Charm

Prerequisite:

As an action, for 1 minute your speed increases by 10 feet and do not provoke opprotunity attacks. In addition when you are hit by an attack you can roll a d6. On a 5 or 6 you avoid the attack. You must complete a long rest to use this charm again.

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.

Firearms

Guns & Explosives

The first firearms were crude things, little more then tubes stuffed with smokepowder, shot, and a wick. They were incredibly unaccurate, ineficient, and cumbersome. Despite all their flaws, they were revolutionary, and the framework for the firearms of today. Artificers, clockmakers, smiths, they have all played a part in improving designs over the years to what they are today. With the invention of rifling, wheelocks and so on these weapons are accurate, deadly, and easy to use.

These potent weapons can pack a serious punch, but often trade power for speed in more basic versions. Tinkerers have begun to innovate more effecient loading mechanisms, as such, lever action and cylinder based firearms are slowly turning up in markets, often at a high price.

Most folk can find themselves in possesion of a firearms, and makes for easier hunting and protecting ones self. Unlike a sword or axe which to use well can take years of practice, a firearm

Along with the invention of firearms has come portable explosives. These bombs as they are called, utilize gunpowder in the most basic form, allowing even the most magic inept to conjure up the power of a fireball. Other bombs have been packed with ball bearings or caltrops to create deadly shrapnel that rips through everything in the blast radius. There is no doubt even deadlier, more ppowperful explosives are being worked on right now and will one day make themselves known.

Additionally these explosives have proven valuable in mining expiditions and construction. These bombs have allowed one to dig deeper and faster, as well as move more dirt in a shorter amount of time allowing construction or demolitions to be expidited.

Some exploring companies have made names for themselves thanks to explposives clearing the way to a once inaccesible tomb, while others take pride in having a seemingly endless supply of bombs which they gleefully use to blow away beasts.

Weapon Table
Firearms Cost Damage Weight Properties
Simple Firearms
Pistol
   Flintlock 150gp 1d10 piercing 2lbs Loading (range 50/100)
   Starwheel 200gp 1d10 piercing 2lbs Loading (2) (range 50/100)
   Pepperbox 300gp 1d10 piercing 3lbs Loading (4), (range 50/100)
Blunderbuss 50 gp 1d8 piercing 5 lb. Loading (range 15/30), two-handed, scatter
Rifle
   Arquebus 75 gp 1d8 piercing 7 lb. Firearm (range 80/320), heavy, two-handed
   Caliver 150 gp 1d10 piercing 9 lb. Firearm (range 100/400), heavy, two-handed
   Musket 500 gp 1d12 piercing 15 lb. Firearm (range 150/600), heavy, two-handed
Martial Firearms
Pistol
   Revolver 300gp 1d8 piercing 2lbs Loading (6)
   Castor 800gp 1d10 special 2lbs Loading (15) (special)
Rifle
   Bolt Action 350gp 2d6 piercing 3lbs Loading (5), two handed, (range 250/600)
   Lever Action 400gp 1d8 piercing 3lbs Loading (7), two handed, (range 200/350)
   Aether Rod 1000gp 2d8 special 3lbs Loading (10) special, two handed, (range 300/650)
Shotgun
   Scatter gun 250gp 3d4 piercing 3lbs Loading (2), two handed, scatter (range 30/50)
   Rumbler 350gp 3d4 piercing 3lbs Loading (5), two handed, scatter range (30/50)
   Thunderer 600gp 3d6 special 3lbs Loading (8) special, two handed, scatter (range 40/70)
Explosives
Powder Keg 50gp 4d6 fire 10lb Explosive (15)
Powderhorn 25gp 2d6 fire 1lb Explosive (5)
Foeshredder 250gp 3d6 piercing 1lb Explosive (10)
Grenade 100gp 3d6 fire 1lb Explosive (5)
Smokebomb 50gp 1lb Special
Sun Maker 100gp 1lb Special

Pistols

The smallest and most compact firearm, the pistol is also one of the rarest firearms, as most people not only prefer firearms with longer range, but the pistol itself requires greater craftsmanship to craft.

Despite its short range, a pistol is still a formidable weapon, and is often used as a self-defense weapon. Due to this, pistol grips often have metal butts that allow them to be used as effective clubs.

Flintlock: These simple pistols use flint to strike a spark and ignite the powder to propel the shot. Basic and easily crafted, these are a common sidearm.

Starwheel: These flintlock variants use a wheel mechanism to have multiple powder charges prepared, allowing them too make multiple shots before reloading. Typically these have an over and under barrel allowing for two rapid shots.

Pepperbox: This pistol uses a number of pre-loaded rotating barrels to allow for multiple rapid shots before reloading. The predecessor to the Revolver.

Revolver: These pistols use a rottating cylinder loaded with cartridges to rapidly fire multiple shots. Gunslingers and outlaws prefer this sidearm, and those who can afford it for personal protection.

Castor: These new arcane arms as they are refered to are crafted from crystals and precious gems and ore to channel raw magic. They are prized popssesion among those who employ them, and come in different designs as well as firing different elemental shots, from fire to acid.

Rifles

These long guns are the prefered firearm of hunters and marksman. While more cumbersome then a pistol, its stopping power and range more then make up for its size.

Musket. A marskman's gun, a musket has long barrel three to four feet long and a heavy wooden stock, allowing for greater accuracy than all other firearms.

Arquebus. A scaled down version of the much larger musket, the arquebus is the long gun most adventurers are likely to encounter, as it strikes a good balance between size and power. An arquebus usually has a full stock, but many only have a cut-down stock.

Caliver. Essentially half-way between a musket and an arquebus, a caliver has a higher bore and heavier barrel than the arquebus, but is otherwise identical in design.

Bolt Action: These rifles use a bolt mechanism to reload and firmly secure the cartridge, allowing for more accurecy over a greater distance. These are prized among sharp shooters.

Lever Action: This short rifle fire smaller cartridges then its bolt action cousin and has a shorter range, but can send more round down range before needing to reload. A favored rifle among explorers.

Aether Rod: This arcane arm is crafted of crystals and rare gems and metal to harness the raw power of the arcane and fire elemental shot. These rifles have incredible range and stopping power. These rare weapons are as much a work of art as they are technology.

Shotgun

These rugged firearms are so named for the "shot" they fire, often a wad of pellets or ball bearings that quickly spread over a short distance. While the nature of the gun gives them limited range, the destructive power and fear caused by their roar makes up for this.

Blunderbuss. The shortest of the long guns, a blunderbuss only has a barrel around one foot long, sometimes less, which often ends in a flared muzzle. Most blunderbusses have a full stock, but some are made with only a pistol grip. These shotguns can use almost anything you can jam into the barrel as ammunition.

Scattergun: These double barrled shotguns come in both over and under and side by side designs and offer the wielder a pair of shot before reloading. The preferred weapon of many travelers and busniess owners for quiting down the rabble.

Rumbler: These single barrel shotguns use a lever action feed to rapidly fire multiple shots before a reload is required. The favored weapon of many town guards and scoundrels.

Thunderer: These arcane shotguns, like other arcane arms are often made from crystals and rare ores to harness the unique power that fuels them. The most common element type for these are thunder, hence the name sake. Elite mercenaries, kingsmen and the wealthy are known to posses these rare wonders.

Explosives

Grenade. A grenade is a ball-sized iron spheres packed with gunpowder and fitted with a slow-burning wick. As an action, a creature can light a grenade and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 3d6 piercing damage on a failed save, or half as much damage on a successful one.

Foeshredder. A foeshredder is a specialized grenade with an attached handle, allowing it to be thrown twice as far. A foeshredder functions identically to a grenade except that it can be thrown up to 120 feet away.

Smokebomb. A smokebomb consists of a wooden tube filled with alchemical compounds and smokepowder. As an action, a creature can light a smokebomb and throw it at a point up to 60 feet away. One round after a smokebomb lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.

Sun Maker: A sun maker is a wooden tube filled with alchemical compounds. As an action a creature can throw a sun maker up to 60 feet which detonates on impact. Each creature within 15 feet must make a Dexterity saving throw DC 14. On a fail the creature is blinded and deafened for 1 round.

Weapon Properties

Spread. When attacking a target within half this weapon's normal range, roll an additional damage die and add it to the weapon’s damage. When fired at long range, you may apply the attack roll to an additional creature within 5 feet of the target. Roll damage against the secondary target separately.

Explosive: Each creature within a number of feet indicated next to the explosive property are subject to the weapons effect.

Special Loading: Arcane Arms have a number of charges that are used as ammunition. In order to refill these charges they must go unused for a total of 8 hours.

Special Damage: Arcane Arms can do any damage type, though each one will do only one type which would have been selected on its creation.

Missing with Explosives

If you want an element of risk to the use of explosives, treat them as improvised Ranged Weapons with a range of 30/90 ft. and which require an attack roll to throw accurately.

If the target is a square with a creature in it, use the creature's AC. If the target is a square with an object in it, such as a table, use the "Object Armor Class" rules on page 246 of the DMG. If the target is an empty square, treat it as having an AC of 10.

If a character misses the attack roll, the explosive rolls, bounces, or otherwise ends up in a different square than the target's.

First, roll a d8. The result determines the direction in which the explosive misses.

d8 Direction
1 North
2 North-East
3 East
4 South-East
d8 Direction
5 South
6 South-West
7 West
8 North-West

Once the direction is determined, roll 1d4 (or 2d4 if the target was within long range). The result is the number of squares in the determined direction by which the explosive misses its mark.

Magic Ammunition

Baldrick Bullet

Weapon, uncommon (cursed)


You have a +1 bonus to attack and damage rolls made with this magic bullet.


Curse. When someone makes an attack with this magic bullet, the bullet flies in an arc and attempts to harm the user instead of the target. Compare the attack roll to the user's own AC rather than that of their target. If the attack exceeds their AC, they are hit by the attack instead of the target. If it does not, the bullet still attempts to hit them, but they narrowly avoid being harmed by it.

This magic bullet appears to be a normal +1 bullet when examined. This bullet is not rendered non-magical after use, only a remove curse spell can render it non-magical.

Illumination Bullet

Weapon, uncommon


This magic bullet causes the target to glow like a torch for 10 rounds (1 minute).

If fired into the air, it slowly falls back down to the ground whilst emitting light like a torch. It descents at a rate of 60 ft. per turn, down from the firearm's maximum range, and stops glowing after 10 rounds (1 minute).

Once fired, the bullet is rendered non-magical.

Explosive Bullet

Weapon, rare


This magic bullet explodes in a great ball of fire on impact. Each creature in a 20-foot-radius sphere around the point where it strikes must make a DC 15 Dexterity save. Each affected creature takes 6d6 fire damage on a failed save, or half on a success. The fire spreads around corners and ignites flammable objects that aren't being worn or carried.

Once detonated, the bullet is destroyed.

Poisonous Bullet

Weapon, rare


A creature struck by this magic bullet must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute.

After dealing its poison damage, the bullet is rendered non-magical.

Named Bullet

Weapon, very rare


A named bullet is a magic bullet meant to slay a particular person and only that person. A named bullet functions as an arrow of slaying with a very focused target (a single, specific creature). Additionally, a named bullet has advantage on attack rolls made against its intended target.

After dealing additional damage to its intended target, the bullet is rendered non-magical.

Assassin Firearm

Weapon (any Pistol or Rifle), rare


This firearm is made of blued steel and ebony wood, and handling it seems to produce no sound, not even when it brushes against other objects.

You have a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, attacks made with this magical firearm produce no visible flash or audible noise.

Dragon Pistol

Weapon (pistol), rare (requires attunement)


This pistol has a flared muzzle decorated to look like a dragon's gaping maw, and the rest of the barrel is covered in small scales.

Whenever you make an attack with this magic weapon, all creatures within 5 ft. of where it strikes must make a DC 12 Dexterity saving throw or take 3d6 fire damage.

Gunblade

Weapon (any pistol), common


This melee weapon has a pistol mechanism carefully built into it, and is created in such a way that it's perfectly balanced to be used as both a melee weapon and as a pistol.

This magic weapon can be used either as normal, or it can be used as a pistol, without the need to switch weapons. The pistol mechanism must still be reloaded as normal.

Variants such as axe and halberds exist, often using a rifle or shotgun as the prefered base.

Quipper Pistol

Weapon (starwheel pistol), rare (requires attunement)


This pistol is designed to vaguely resemble a quipper fish. Its barrel is covered in scales and stylized fins, and ends in a fanged maw resembling a quipper's.

Whenever you make an attack with this magic weapon, the weapon unleashes repeated volleys of pellets. Instead of making an attack roll against the target's AC, the target must make a Dexterity saving throw against a DC of 8 + your attack bonus. On a failed saving throw the target takes 2d10 points of damage, plus your dexterity modifier, or half as much on a successful one.

Targets at long range have advantage on this saving throw.

Repeating Arquebus

Weapon (arquebus), rare


This arquebus has two hollow tubes inside the stock.
One tube can be filled with seven attacks worth of smokepowder and the other with seven loads of
ammunition, in addition to the smokepowder and bullet
that can be loaded down the barrel.

If you lower this magic weapon after making an attack with it, the clockwork mechanism inside of it rotates the chamber to align with the powder tube, allowing it to fill with powder, before aligning with the second tube, allowing it load ammunition.

When you then raise the firearm, the chamber aligns itself with the barrel, allowing you to fire the loaded ammunition without the need to reload.

Each bullet and powder charger can be loaded separately as normal, or all eight can be loaded as an action.

If you load the ammunition tube with a mixture of enchanted ammunition, the firearm will load them into the chamber in the same order in which they were loaded into the tube.

Spellsniper Musket

Weapon (starwheel musket), rare (requires attunement by an)


This musket is made of a stark white, smooth material, similar to ivory, and etched with intricate, arcane patterns.

As an action, you can use this weapon to perform a spellstrike. A spellstrike is similar to a ranged weapon attack, except that you cast a single offensive cantrip as part of the attack. This cantrip must be one that has a casting time of 1 action, deals damage to one or more targets, and has a range greater than 10 feet.

If the attack hits, the target takes both the damage of the musket and the damage of the cantrip, even if the cantrip would normally require a saving throw to harm a target.

If the cantrip normally harms multiple targets, then the spellstrike only harms the target of the musket attack.

A spellsniper musket counts as an arcane focus, and you can provide somatic components for spellcasting even while holding it with two hands.

Winter’s Breath

Weapon (scattergun or shotgun), rare (requires attunement)


You gain a +1 bonus to attack and damage rolls made with this magic weapon. This shotgun is cold to the touch, and frost gathers on it any time it is not in direct sunlight. Any time an attack from Winter’s Breath hits a target, it takes an additional 1d6 cold damage.

Fancy Firearm

Weapon (any firearm), very rare (requires attunement)


You gain a +1 bonus to attack and damage rolls made with this magic weapon.

This highly decorative gun is a symbol of wealth and status, inlaid with precious metals, mother-of-pearl, and other accents that speak of the wielder’s influential position. While carrying this weapon, you gain a +2 bonus to your Charisma score, and if someone sees the gun for the first time, you have advantage on all Charisma-based ability checks made against them for 1 minute.

Change Log

1/8/21 - 1/17/21

  • Added level pre-reqs on charms
  • Did first spelling comb through
  • Added the ability to teleport with attack and spell use with the Phase Rush Arcane Slinger feature to bring its power in line with the level.
  • Replaced the Arcane Slinger feature Aether Shield with Temporal anchor to dial in on the higher mobility concept of the subclass.
  • Replaced Rail Gun with Unerring Shot to bring features power level in line. Removed Unerring shot to reduce subclass progression from 5 stages to 4.
  • Replaced Dead Eye with Seeking Shot
  • Mirror Charms amount of clones reduced from 8 to 5.
  • Stitching Blast changed to not so closely resemble Briar Blast
  • Tweaked wording on Flame Gout
  • Added new Blast Dawn Hammer and Hydra
  • Added list of firearms
  • Added enchanted firearms for loot drop ideas
  • Removed "Blast" from naming convention of blasts for more punchy names.
  • Changed name to Gun Hexe from Gun Hexen.

Ideas

  • Rework and add blasts. Capture more battlefield manipulation feeling. They are supposed to be big and flashy when charged.
  • Tweak some charms. Add more unique charms. Should feel special and offer out of the box effects.
  • 3rd subclass. Uses turrets?

Practice

Safe

Homebrewing

  • Cover Art: Yamor
  • Magic Forest: Ginger -Gun Witch: Daxeris
  • Magic Circle: Stockart
  • Bullets: Eclipse Faze
  • Gunfighter: Piazo
  • Vampire Hunter: Zarpak
  • Sniper: Steam Maker
  • Pistol: Riot
  • Senna: Riot
  • Sniper: Granblue
  • Blast Effects: Shutterstock
  • Firearms: Todd Lockwood
  • Gunblade: Square
  • Witch Hunter: Llich
Created by

Eclipse Faze

 

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