Arcane Gunslingers are masters of both firearms and arcane magic. They infuse their bullets with elemental energy, bend time and space, and bring devastation upon their enemies from a distance. With their deadly accuracy and magical prowess, Arcane Gunslingers are fearsome opponents in any battle.
Personality of an Arcane Gunslinger
Independent: The Gunslinger is fiercely independent and prefers to rely on their own abilities and instincts rather than seeking help from others. They are self-assured and have a strong sense of individuality.
Adventurous: The Gunslinger has a thirst for adventure and excitement. They are always seeking out new challenges, unexplored territories, and the thrill of the unknown. They are not afraid to take risks and are often drawn to dangerous or daring situations.
Resourceful: The Gunslinger is highly resourceful and adaptable. They excel at making the most out of their surroundings and finding creative solutions to problems. They can think on their feet and are quick to adapt to changing circumstances.
Driven: The Gunslinger is highly focused and driven, always striving for excellence in their craft. They have a strong work ethic and are dedicated to honing their skills as both a marksman and an arcane practitioner. They are determined to become the best in their field.
Cool Under Pressure: The Gunslinger remains calm and composed even in the midst of chaos. They have a steely resolve and are able to maintain a level head in high-pressure situations. They excel at making split-second decisions and rarely let their emotions get the best of them.
Class Features
As an Arcane Gunslinger, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Arcane Gunslinger level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Arcane Gunslinger level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons, firearms
- Tools: Tinker's tools
- Saving Throws: Dexterity, Charisma
- Skills: Acrobatics, Arcana, Deception, Investigation, Perception, Sleight of Hand, Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Any simple weapon
- An arcane focus (a firearm)
- Leather armor
- A set of tinker's tools
- A set of traveler's clothes
- A belt pouch containing 10 bullets
Arcane Gunslinger
| Level | Proficiency Bonus | Features |
|---|---|---|
| 1st | +2 | Arcane Bullets, Arcane Tradition |
| 2nd | +2 | Arcane Tradition Feature |
| 3rd | +2 | Utility Shot, Rapid Shots |
| 4th | +2 | Ability Score Improvement |
| 5th | +3 | Extra Attack |
| 6th | +3 | Arcane Tradition Feature |
| 7th | +3 | Arcane Sight |
| 8th | +3 | Ability Score Improvement |
| 9th | +4 | Arcane Agility |
| 10th | +4 | Arcane Tradition Feature |
| 11th | +4 | Arcane Presence |
| 12th | +4 | Ability Score Improvement |
| 13th | +5 | Arcane Bullet Mastery |
| 14th | +5 | Arcane Tradition Feature |
| 15th | +5 | Arcane Stealth |
| 16th | +5 | Ability Score Improvement |
| 17th | +6 | — |
| 18th | +6 | Arcane Assault |
| 19th | +6 | Ability Score Improvement |
| 20th | +6 | Arcane Mastery |
Arcane Bullets
At 1st level, you gain the ability to create arcane bullets, which you can use to enhance your firearm attacks. You have a number of arcane bullets equal to your Intelligence modifier (minimum of 1).You regain all expended arcane bullets after finishing a short or long rest.
Arcane Tradition
At 1st level, choose an Arcane Tradition:
- Elemental Marksman
- Tempral Duelist
- Pistoleer
Each choice grants you features at 2nd, 6th, 10th, and 14th levels.
Utility Shot
At 3rd level, you gain the ability to use your firearms for non-combat utility tasks, such as shooting locks, ropes, or switches. The effectiveness of these shots is determined by the DM.
Rapid Shots
At 3rd level, you learn to unleash a rapid flurry of shots. When you take the Attack action and use your bonus action to attack with a different pistol, you can make an additional attack with your off-hand pistol as part of the same bonus action.
Ability Score Improvement
At 4th level, and again at 8th, 12th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.
Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Class Subclasses
Elemental Marksman
The Elemental Marksman is a subclass of the Arcane Gunslinger that delves deep into the mysteries of elemental forces, infusing their firearm attacks with the power of fire, lightning, or ice. These marksmen channel the primal energies of nature to enhance their precision and deal devastating elemental damage to their foes.
Elemental Mark
At 2nd level, you choose an elemental mark: Fire, Lightning, or Ice. You gain resistance to the chosen damage type, and your firearm attacks deal additional damage of that type equal to half your Arcane Gunslinger level.
Elemental Shot
At 6th level, when you hit a creature with a firearm attack, you can expend one use of your Arcane Bullets to imbue the shot with elemental energy. The target must make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed save, the target takes additional damage of your chosen elemental type equal to your Intelligence modifier.
Elemental Mastery
At 10th level, you gain immunity to your chosen elemental damage type. Additionally, when you hit a creature with a firearm that deals your chosen elemental damage type, you can reroll one attack of the damage dice and choose which result to use.
Elemental Convergence
At 14th level, when you hit a creature with a firearm attack that deals your chosen elemental damage type, you can expend one use of your Arcane Bullets to create an explosion of elemental energy. Each creature of your choice within 10 feet of the target must make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed save, the creature takes additional damage of your chosen elemental type equal to your Intelligence modifier.
Temporal Duelist
The Temporal Duelist is a subclass of the Arcane Gunslinger that harnesses the powers of time and space to gain an edge in combat. These skilled marksmen have honed their abilities to manipulate time, allowing them to evade attacks, teleport across the battlefield, and even momentarily stop time itself.
Temporal Defense
At 2nd level, you gain the ability to manipulate time to protect yourself. When a creature hits you with a melee attack, you can use your reaction to impose disadvantage on the attack roll. If the attack misses, you can make a firearm attack against the attacker as part of the same reaction.
Temporal Step
At 6th level, you gain the ability to momentarily step through time and space. As a bonus action, you can teleport up to 30 feet to an unoccupied space that you can see.
Temporal Mastery
At 10th level, your understanding of temporal magic deepens. When you make a firearm attack, you can expend one use of your Arcane Bullets to add your Intelligence modifier to the attack roll.
Temporal Distortion:
At 14th level, you gain the ability to create a field of temporal distortion. As an action, you can expend one use of your Arcane Bullets to cast the time stop spell. Once you use this feature, you can't use it again until you finish a long rest.
Pistoleer
The Pistoleer is a subclass of the Arcane Gunslinger that specializes in the use of dual pistols, unleashing a flurry of bullets upon their enemies with deadly precision. These marksmen have honed their skills to become masters of rapid-fire gunplay, capable of raining a storm of lead upon their foes while seamlessly blending arcane magic into their attacks.
Dual Pistol Proficiency
At 2nd level,you gain the ability to dual wield pistols. You can draw or stow two one-handed firearms when you would normally be able to draw or stow only one. Additionally, when you make an attack with a one-handed firearm, you can make an additional attack as a bonus action with your off-hand pistol.
Lightning Reload
At 6th level, you can reload one-handed firearms as a bonus action on your turn.
Pistol Whirlwind
At 10th level,as an action, the Pistoleer can make a special attack known as Pistol Whirlwind. They make a ranged attack with both pistols against every creature of their choice within 5 feet of them. The damage dealt by this attack is equal to the normal damage of a single firearm attack. The Pistoleer can add their ability modifier to the damage of these attacks.
Gunslinger's Flurry
At 14th level, when you use your Two Pistols feature to make a bonus action attack, you can make two additional attacks with your off-hand pistol instead of one.