Eldritch Gunslinger (5e Class)

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The Eldritch Gunslinger[edit]

The Eldritch Gunslinger is a master of ranged combat, particularly with firearms. Through birth, ritual, or curse, they have been imbued with dark magic in one way or another, not capable of fully harnessing that power without their catalyst firearm as the magic is mysterious and hard to control. The Eldritch Gunslinger roam from town to town looking for trouble or adventure, forever tied to their Catalyst firearm, some gaining honor and fame and others wealth and infamy.

  • A grizzled human walks into a rundown looking tavern, a gang of marauders have claimed this old building as their headquarters. Everyone stares at the mysterious stranger, he pulls out a wanted poster that reads dead or alive. The marauders jump up blades drawn and rush the human. He draws his firearm and fans the hammer, flashes of green and black roar out of the barrel, an eldritch blast striking each target.
  • A hooded elf sits at her campfire, working on her cursed sawed-off. Carving runes into the barrel and speaking forgotten words, her eyes are black and shadows leak from her mouth. The campfire turns a pale blue color and the ruins on the barrel begins to glow. She carves the last ruin and the fire goes out. She walks into the nearby cave, foul sounds emitting from it, she fires two shots, blue flames rip from the barrel.
  • An old dragon born adjusts her scope, zeroing in on her target. A fat duke rides a horse with his envoy in tow down the city street, his citizens cheering as he passes. The dragonborn whispers a few words and her rifle begins to hiss oozing eldritch shadows. As the duke stops to wave to his subjects, she fires a single round. As if time has slowed, the bullet strikes the duke and he falls from his horse turning to ashes on the ground. The dragonborn walks away in the distance.


"Some are born to it. Some have to earn it. Some are cursed to bear it...Power."

"For some, they feel the itch crawl down their arm and into their fingers. Like a fuse sparking its way to the powder keg. Too wild and powerful to control left to its own devices. More of a danger to themselves than anything. But give that unbridled power a focus...a catalyst to direct it, that's something to put the fear of the gods into a man. Many take up a staff, a wand, or some other damn trinket. Does the trick, but not much of a weapon to me...No, I prefer something with a bit more bang."

"Not much to say really. I had to kill him...I needed it. It was the only way out I seen. The only way I could live. So really, he had to die. So I stabbed 'em, and once it was done, I picked up his gun and...I heard it speak. I know it sounds crazy but the damn thing spoke to me. Said I was worthy to bear it. Then a bright green flash followed by shadows enveloped me. Hurt like hell, skin felt like it was searing. Guess I passed out, but when I woke up I had the gun still in my hands, and every last one of those damn guards were dead. I aimed at the sky and pulled the trigger and felt it flow through me. I shot a Eldritch Blast out of the barrel. Couldn't do that before...It was definitely worth it."

"So there I was in the main hall of this old Dwarven ruin, Kicking ass and taking names. At least 20, maybe it was 50 constructs were surrounding us. The freaking barbarian was crying, the wizard was shaking, and the sexy bard was looking to me for answers. I turn to her and was like, Hey I got this babe, and I twirl my revolver like a bad ass, pull the trigger, and click. I was completely out of bullets! It was a fiasco, but then I notice a dusty ol' hunk of junk hand cannon on the ground under a pile of rubble. I leap for it and pick it up, shit you not, it had 4 rounds in it. I fired it and Boom! A freaking fireball blasts a group of them to scraps. I spin around real cool and fan the hammer and 3 more fireballs come roaring out. I single handedly took out all the walking clankers. Everyone was like whoa you're so cool, and the sexy bard was all like you're my hero. And I was like yeah I know baby. Yeah, hah, good times. Turns out that hand canon was super cursed by some Demon Lord or something, and I guess he owns my soul now, and I can't really get rid of the gun, but hey I can enchant my bullets with eldritch magic now so comes out even if you ask me."

Creating an Eldritch Gunslinger[edit]

The first thing to determine when creating an Eldritch Gunslinger is the origin of firearms which would be discussed with your DM. Are they common or a recent invention? Is your character their inventor or the apprentice of the inventor? Was it a gift from a mysterious stranger? Maybe it was received from a pact with a higher being? Did your character steal it? What is driving you to be an adventurer?

Quick Build[edit]

You can make an Eldritch Gunslinger quickly by following these suggestions. First, put your highest ability score in Dexterity, followed by Intelligence. Second, choose the background that bests fits your character. Good backgrounds that fit the class are charlatan, criminal, urchin, hermit, outlander, or soldier. Third, the Eldritch Gunslinger usually would be aligned Lawful Neutral, True Neutral, or Chaotic Neutral. However you can make an argument for good or evil alignment if so desired.

Class Features

As a Eldritch Gunslinger you gain the following class features.

Hit Points

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

Proficiencies

Armor: light
Weapons: Simple weapons
Tools: Tinker's tools, alchemist supplies
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Acrobatics, Animal Handling, Arcana, Deception, Insight, Investigation, Religion, Survival.

Equipment

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

  • any simple weapon
  • (a) leather armor or (b) hide
  • (a) an explorers pack or (b) dungioneer pack
  • 2 daggers

Table: The Eldritch Gunslinger

Level Proficiency
Bonus
Features Cantrips Shots Spell Shots (known) Spell Shot Capacity (slots) Spell Shot Level
1st +2 Eldritch Gunsmith, Eldritch Gunslinger Archetype, Catalyst Firearm 2 1 1 1st
2nd +2 Catalyst Weapon Modifications, Special Ammunition 2 1 1 1st
3rd +2 Archetype Feature, Grit 2 2 1 1st
4th +2 Ability Score Improvement 2 2 1 1st
5th +3 Extra Shots 2 3 2 2nd
6th +3 Defensive Cover 3 3 2 2nd
7th +3 Evasion, Archetype Feature 3 4 2 2nd
8th +3 Ability Score Improvement, Special Ammunition Upgrade 3 4 2 2nd
9th +4 Additional Deed 3 5 3 3rd
10th +4 Dodge Roll, Additional Deed 3 5 3 3rd
11th +4 Archetype Feature 4 6 3 3rd
12th +4 Ability Score Improvement 4 6 3 3rd
13th +5 Additional Deed 4 7 4 4th
14th +5 Special Ammunition Upgrade 4 7 4 4th
15th +5 Improved Grit II 4 8 4 4th
16th +5 Ability Score Improvement 5 8 4 4th
17th +6 Additional Deed 5 9 5 5th
18th +6 Archetype Feature, Eldritch Curse Mark 5 9 5 5th
19th +6 Ability Score Improvement 5 10 5 5th
20th +6 Extra Shots, Eldritch Death Shot 5 10 5 5th

Spell Shots[edit]

Your arcane research and occultism studying have bestowed you with the ability to use magic.

Cantrips

You know two cantrips of your choice from the Eldritch Gunslinger spell list. You learn additional eldritch gunslinger cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Eldritch Gunslinger table.

Spell Slots

The Eldritch Gunslinger table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your eldritch gunslinger spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the eldritch gunslinger spell list.

The Spells Known column of the Eldritch Gunslinger table shows when you learn more eldritch gunslinger spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new eldritch gunslinger spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the eldritch gunslinger spells you know and replace it with another spell from the eldritch gunslinger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your eldritch gunslinger spells, so 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 eldritch gunslinger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use your Catalyst Firearm as a spellcasting focus for your eldritch gunslinger spells.

Eldritch Gunsmith[edit]

At the 1st level, you learn how to craft magical firearms. You can use this to create your Catalyst Firearm and its bullets, as well to create other regular firearms, if they are part of your campaign.

You can choose one of the following shapes for your firearm:

Pistol. Use the statistics of the hand crossbow, but with the added property "reload", explained bellow.

Rifle. Use the statistics of the longbow, but with the added property "reload", explained bellow.

Shotgun. Use the statistics of the heavy crossbow, but with the added property "reload" and "burst fire", explained bellow.

Crafting Firearms

The firearm worth ten times the price of the base item (hand crossbow, heavy crossbow or longbow) worth in materials to craft, and requires your tinker's tools.

Crafting Ammunition

The ammunition cost four times the price of the regular ammunition for the base item (hand crossbow, heavy crossbow or longbow) worth in materials to craft, and require both your tinker's tools and your alchemist tools.

  • Enchanting Ammunition: You can enchant your ammunition with any damage dealing cantrip or spell you know. You can enchant 10 cantrip Rounds per Short rest. You can enchant as many spell rounds as you have Slots for per long rest. Enchanted ammunition may be stored for later use.

Catalyst Firearm[edit]

As an eldritch gunslinger, you learn how to infuse magic into guns to deliver powerful blasts of energy from the barrel of your gun. The catalyst firearm is your first creation, and at 1st level, you can choose any of the three models on the crafting firearms section under the Gunsmith feature description to be your catalyst firearm.

You can have a number of catalyst firearms equal to your proficiency bonus, but each firearm you have over the first will take one of your attunement spaces. You must choose one of your firearms to be your primary firearm, that doesn't take an attunement space, and you can change your primary firearm over the course of a long rest. Any other firearm you have is considered a secondary firearm.

This catalyst firearm is a magical object, and detect magic will reveal a faint aura of evocation. When you create your catalyst firearm, you bond with it. This bond allows you to channel your magic trough the barrel of this gun.

Any creature proficient with martial weapons can wield a catalyst firearm, but it requires one of their attunement spaces to do so.

A creature attuned to the catalyst firearm can summon it to its hand as a bonus action, or shun it to a dimensional space, were it remains until you call it back again. You can summon your firearm as long as both of your are on the same plane.

Finally, every time you cast as spell that targets a creature (but not an area of effect) using while wielding your Catalyst Firearm, you can choose to make an attack roll, instead of forcing the target to make a saving throw.

Gun-fighting[edit]

At the 2nd level, you gain one of the following benefits.

Akimbo. You can engage in two-weapon fighting with a pair of light firearms.

Sniper. You add +2 to your attack rolls with firearms, and you don't have disadvantage on your attacks with firearms shooting at long range.

Destroyer. Once in each of your turns you roll the damage die of your weapon twice, instead of once, and choose the higher result.

Special Ammunition[edit]

At the 2nd level, you gain the ability to craft special ammunition. You can enhance up to 10 pieces of ammunition for each point of proficiency bonus you have.

The special ammunition deals a 1d4 of the desired damage type. At 8th level this is upgraded to 1d6, and at 14th level this is upgraded to 1d8.

Catalyst Firearm Modifications[edit]

Starting at 2nd level, you can replace the normal parts of your firearm with enchanted ones, granting it additional magical properties. Each firearm have slots of enchantment, which are: grip, barrow, sight, bolt, rune and frame. You can have only one enchantment per slot.

Only you can benefit from the catalyst firearm modification. You always benefit from the modifications on your primary firearm, but any secondary firearm require you to attune to it to gain its benefits.

You start by having two of these modifications on your firearm, but you gain more as you gain levels in this class.

Grit[edit]

At the 3rd level, you have a number of grit points equal to your proficiency bonus. You can never have a number of grit points higher than your proficiency bonus.

Regaining Grit. You regain any spent grit point after completing a short or a long rest. You also regain 1 grit point every time you reduce a creature to 0 hit points or every time you roll a 20 on the d20 on an attack roll with the Catalyst Firearm.

Losing Grit. You lose 1 grit point every time you are reduced to 0 hit points or roll a 1 on the d20 on an attack roll with the Catalyst Firearm.

Deeds. Eldritch Gunslingers use Grit points to perform Deeds. Some deeds are instant bonuses or attacks, while others are bonuses that can last for a period of time. Some deeds last as long as the Gunslinger has 1 Grit Point.

You start by knowing one deed of your choice, and learn one additional deed at 5th, 9th, 13th and 17th level.

The deeds you have access to are described in the List of Deeds section down bellow.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 14th, 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.

Extra Shots[edit]

At the 5th level, you are able to fire an extra shot from a firearm. In addition, you can choose to replace one of these attacks by a cantrip that requires an attack roll.

Defensive Cover[edit]

At the 6th level, you can take cover behind any object within 5 feet as a reaction against a ranged attack. You gain benefits of the cover appropriated to the chosen object (half, third or full), and according with the DM judgement.

Evasion[edit]

At the 7th level, When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Dodge Roll[edit]

At the 10th level, as a bonus action you can roll 10 feet, ignoring any opportunity attacks that could occur and difficult terrain.

Eldritch Mark[edit]

At the 18th level, Your Eldritch powers flourish allowing you to curse your enemies. As a bonus action you may choose a creature you can see to curse, they become marked for the remainder of the fight until they reach 0 hit points or you spend another bonus action to remove it. While marked all cantrip and spell shots toward the target creature are at advantage. This feature can only be done once per long rest.

Eldritch Death Shot[edit]

At the 20th level, You focus all of your eldritch powers into one devastating shot, spectral blue light bursts from your Catalyst Firearm. The bullet, completely encased in shadows, screams toward your target.

When the eldritch gunslinger scores a critical hit against a creature with 100 HP or less remaining you may spend the remaining grit points to inflict a fatal blow. The target must succeed at a Constitution saving throw (DC 5 + damage dealt). On a failed saving throw, the target dies. On a success, the target takes the normal damage. Performing this deed does not allow the gunslinger to regain grit from confirming a critical hit or making a killing blow.

List of Deeds[edit]

Quick Draw

When you roll initiative, you can spend 1 grit to gain advantage on the roll. In addition, if you are surprised, you can spend 1 grit to act on the surprise round as normal.

Sniper's Mark

As a bonus action, you can spend 1 grit point to mark a creature. You spend 1 grit point and, as a bonus action, mark a creature that you can an see. You have advantage on your next attack roll against that creature, until the end of your next turn.

Side Step

You have an uncanny knack for avoiding danger. When an attack is made against you, you can use your reaction and spend 1 grit point to add your proficiency bonus to your AC, potentially causing that attack to miss.

Dash

You can spend 1 grit point to take the Dash action as a bonus action.

Quick Reload

You may spend 1 grit point to load a single round into the chamber as a reaction

Fire Back (5th level)

If an enemy misses you with a ranged attack, you can use your reaction and spend 1 grit point to fire a shot back at it. If you do not have any ammunition loaded, you can spend one additional grit point to drop a single round into your gun to perform this reaction as part of the same reaction.

Precise Aim (5th-level)

You can spend 1 grit point and not move this round, and gain advantage on all attacks made against one target until the end of your turn.

Eldritch Focus (5th-level)

Focusing your eldritch magic on one important shot the eldritch gunslinger unleashes a single, deadly shot with their catalyst firearm. When you hit a creature with a cantrip shot from your eldritch focus, you can spend 1 grit point and increase the damage deal in 1d8. The damage type is the same of that of the cantrip.

Eldritch Wild Fire (9th-level)

Your unnatural abilities have grown, magical blue flames engulf your enemies. You can spend 1 Grit point and make an attack with a firearm or cantrip shot against a creature, any creature within 5ft of your target must succeed a Dexterity Saving Throw (DC 10 + damage dealt) and on a failure that creature takes half the damage dealt to your target.

Deadeye (10th-level)

As an action, you are able to pinpoint all enemies within your line of sight and shoot at them all with lightning reflexes. You can spend a number of grit equal to however many enemies you want to shoot but you are limited to how many bullets you have left in your gun. For each enemy is a seperate attack roll. For example, there are 6 enemies and you have 5 bullets left in your gun, you can spend 5 grit to shoot 5 enemies at the same time, each requiring a seperate attack roll.

Double Tap (10th-level)

You may spend 1 grit point to make a follow up ranged attack roll on a successful hit to the same creature as a bonus action. You must have enough ammunition chambered to do so.

Cheat Death (13th-level)

Whenever the Gunslinger is reduced to 0 hit points or lower, the Gunslinger can immediately spend all remaining Grit points to instead be reduced to 1 hit point.

Archetypes[edit]

The Bounty Hunter[edit]

The Bounty Hunter seek their targets dead or alive to claim their riches and fame.

Expanded Spell List

In addition to the spells already available to the Eldritch Gunslinger, the Bounty Hunter gain a expanded list from which they can choose from.

Also, the bounty hunter learn the thorn whip cantrip.

Bounty Hunter Spells
Eldritch Gunslinger Level Spells
1st hunter's mark, snaring strike
5th pass without a trace, silence
9th locate creature, mordenkainen faithful hound
13th locate creature, greater invisibility
17th hold monster, scrying
Hot on the Trail

At 1st level, you gain proficiency in the Survival skill. You can also add twice your proficiency bonus in Survival checks if you are already proficient in it.

In addition, whenever you are tracking or hunting a creature, you have advantage on Survival checks.

Collect Bounty

Beginning at 3rd level, whenever you kill a creature marked by the hunter's mark spell, you regain 1 additional grit.

Additional Deed
Binding Shot

At 7th level, you can spend 1 grit point to make an attack with your catalyst firearm infused with magic, that immobilizes a target on a hit. The target of this attack must succeed on a Wisdom saving throw, or be paralyzed until the end of your next turn. At the start of each turn, you can use your action and spend additional grit point to concentrate on the magic, maintaining the target paralyzed. Doing this require your concentration.

Eyes on the Prize

At 11th level, whenever you mark a creature with the hunter's mark spell, you can sense that creature's position up to a range of 1 mile, and you ignore any spell or effect that would conceal its position.

In addition, whenever you hit a marked creature, you deal additional damage equal to 2d6, instead of 1d6.

No Rest for the Wicked

At 18th level, whenever you cast Hunter's Mark, the spell remains active for a number of hours equal to your proficiency bonus. In addition, you can cast locate creature at will to find the creature marked by your hunter's mark, without spending a spell slot.

The Hex Slinger[edit]

The Hex Slinger casts hexes to debuff their enemies and buff their allies whilst fighting.

Expanded Spell List

In addition to the spells already available to the Eldritch Gunslinger, the Bounty Hunter gain a expanded list from which they can choose from.

Also, the hex slinger learn the eldritch blast cantrip.

Hex Slinger Spells
Eldritch Gunslinger Level Spells
1st hex, armor of agathys
5th ray of enfeeblement, earthbind
9th fear, summon lesser demons
13th elemental bane, summon greater demon
17th infernal calling, danse macabre
Bonus Proficiencies

At 1st level, you gain proficiency in the Arcana skill. You can also add twice your proficiency bonus in Arcana checks if you are already proficient in it.

Arcane Barrage

Beginning at 3rd level, you also regain 1 grit point whenever you successfully hit a creature with a spell attack from a spell that requires a spell slot.

Hexes

Beginning at 3rd level, Hex Slingers gain the ability to cast and control terrible curses on their enemies as a bonus action. A creature that is within 60 feet must make a Wisdom saving throw against your spell save DC. On a failed save, the target becomes afflicted by your hex. A creature can only be affected by one hex at a time.

At 3rd level, you learn one hex of your choice from the list of hexes bellow. In addition, you learn one more hex at 5th, 9th, 14th and 18th levels.

List of Hexes

Frightening Hex. This hex afflicts the target's mind, bringing forth its greatest fears when you attack it. If you hit a creature afflicted by this hex with a spell of 1st level or higher, it becomes frightened of you for a number of rounds equal to your Intelligence modifier.

Trembling Hex. This hex causes the target to shake uncontrollably, as if pure panic had taken control of their bodies. Creatures afflicted by this hex automatically fail checks against being disarmed, and they have disadvantage on attack rolls.

Hex of Unending Flow. This hex increases the flow of blood on the affected creature's wounds. When you deal piercing or slashing damage to a creature affected by this hex they will start bleeding profusely, causing 1d4 damage to it at the start of its turns for a number of rounds equal to your Charisma modifier.

Shattering Hex. This hex will react to your arcane powers and form cracks on the targeted creature's defenses. If you hit a creature affected by this hex with a spell of 1st level or higher they lose 1 point from their Armor Class. This hex ends after its effect is activated.

Contagious Hex. This hex connects to creatures, and your spells will travel through this connection. If you hit or affect a creature with a spell that targets any creature, it will also affect any other creature of your choice within 5 ft of the first target. A creature connected to the original target also makes a saving throw if your spell requires one, if they fail they are affected by the spell as well. On completing the saving throw, if the spell deals damage the connected target takes half damage on save, if the spell has a duration, for the connected target this duration is halved upon save.

Hex of Enfeeblement. This hex will weaken the body of the afflicted creature. When a creature is affected by this hex, choose which ability will be affected, between Strength, Dexterity or Constitution. For the duration of the hex the affected creature has disadvantage on ability checks and saving throws with the chosen ability.

Hex of the Weak Mind. This hex will weaken the mind of the afflicted creature. When a creature is affected by this hex, choose which ability will be affected, between Intelligence, Wisdom and Charisma. For the duration of the hex the affected creature has disadvantage on ability checks and saving throws with the chosen ability.

Warding Hex. This hex shields you from within the afflicted target's body. When a creature affected by this hex makes a melee attack against you and hits they don't add their ability modifiers on the attack.

Hex of Warning. While afflicted by this hex, creatures can't hide from you. You have advantage on Perception checks against creatures afflicted by this hex.

Hex of Confusion. This hex confuses the mind of a creature. When a creature affected by this hex makes an attack, it has a 50% chance of attacking another random creature.

Sowing Chaos

At 7th level, If the Hex Slinger's attack reduces a creature to 0 or fewer hit points and that creature has been Hexed, then the Hex moves to another enemy within 10 feet of the original targeted creature.

Dark Angel Rush

At 11th level spell and attacks made against hexed targets are at advantage.

Hex Mastery

At 18th level you may now have 2 different Hexes active on a target at the same time. You gain advantage on the casting of the second Hex on the same target.

The Dark Judge[edit]

The Dark Judge acts as judge, jury, and executioner for those they deem guilty.

Bonus Proficiencies

At 1st level, you gain proficiency in the Insight skill. You can also add twice your proficiency bonus in Insight checks if you are already proficient in it.

Judgement

Dark Judges are able to pronounce judgment upon their foes. At 1st level, as an action choose a judgment to make and the Dark Judge receives a bonus or special ability based on the type of judgment. At first, a Dark Judge can use this ability once per Long Rest. With each archetype increase the Dark Judge gains an additional use. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. If the Dark Judge becomes paralyzed, unconscious, or otherwise incapacitated, the ability does not end, but the bonuses do not resume until they can participate in the combat again. When the Dark Judge uses this ability, select one type of judgment to make. As an action, they can change this judgment to another type.

Destruction: The Dark Judge is filled with great wrath, gaining a +1 bonus on all weapon damage rolls.

Justice: This judgment spurs the Dark Judge to seek justice, granting a +1 bonus on all attack rolls.

Protection: The Dark Judge is surrounded by a protective aura, granting a +1 bonus to Armor Class.

Purity: The Dark Judge is protected from the vile taint of their foes, gaining a +1 bonus on all saving throws.

Shared Judgement

At the 7th level, the benefits from a Judgement may now also affect a numbers of allies up your Charisma modifier within 30 feet.

Multi-Judgement

At the 11th level, a Dark Judge may now have 2 Judgements active at the same time.

Final Decree

At 18th level, Judgements are now restored after a Short Rest instead of a Long Rest.

The Shadow[edit]

The Shadow uses their powers to enhance their stealth and guile in order to gain the upper hand.

Bonus Proficiencies

At 1st level, you gain proficiency in the Stealth skill. You can also add twice your proficiency bonus in Stealth checks if you are already proficient in it.

From the Darkness

Beginning at 1st level, you use the darkness to your advantage to strike a foe. You may regain 1 Grit each combat when you attack from a dimly lit or dark area.

Shadow Strike

Beginning at 3rd level, you use the darkness to your advantage to strike a foe in their blind spot. When you attack, you can deal an extra 1d4 of the damage type to a creature you hit with an attack if you and your target are in dim light or darkness. The attack must use a catalyst firearm.You don’t need to be in dim light or darkness if you have advantage on the attack roll.This damage increases to 1d6 at 6th level and 1d8 at 12th level.You gain Darkvision out to 60ft, if you don't already have it. If you already have Darkvision it is extended another 30 feet. You also gain Magical Darkvision out to the same distance. (You can see through magical darkness from any source)

Shadow Shift

At 7th level, you gain the ability to step from one shadow into another. For 1 Grit, when you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. If you take the Attack Action before the end of your turn you can make an attack. Shadows created from creatures your size category or larger than you can be shifted to.

Aura of Darkness

At 11th level, as an Action, shadows wreathe your body, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light. You can dismiss the darkness as a bonus action.

Consumption

At 18th level, Your eyes go completely black as you are completely consumed by dark power. You are immune to charmed, frightened, and gain advantage on intimidation rolls outside of combat. Your hit point maximum also cannot be reduced.

The Renegade[edit]

The Renegade utilize their devil may care attitude and masterful marksmen skills to come out on top.

Bonus Proficiencies

At 1st level, you gain proficiency in the Perception skill. You can also add twice your proficiency bonus in Perception checks if you are already proficient in it.

Reach Out and Touch Someone

Beginning at 3rd level, Once per combat, when you attack at long range, you may regain 1 Grit point.

Shatter Strike

Starting at 3rd level, you gain the ability to shatter the weapons of your opponents. At the cost of 3 grit points, you may break an opponent's held weapon if that weapon is made of Wood. This increases to Iron and Steel at 10th level, at the cost of 5 grit points, and to Mithral at 15th level, at the cost of 10 grit points.

Stop For Nothing

Starting at 7th level, your bullets let nothing stand between them and their target. Your bullets can now freely penetrate materials with a standing armor class of 17 and up to 5 inches thick, doing an additional 1d4 damage. This increases to a standing armor class of 19, 8 inches thick, and 1d6 damage at 10th level. And a final upgrade in penetration power to a standing armor class of 21, 12 inches thick, and 1d8 damage at 15th level. This feature doesn't apply to penetrating through a conscious creature's AC, but going through object they are hiding behind.

Undeniable Damage

Starting at 11th level, your Catalyst firearm damage may not be lowered nor mitigated. Any damage you deal with your firearm or its abilities overcomes Resistance. At 20th level, any damage you deal with your firearm or its abilities also overcomes Immunity.

A Shot To Topple A Tyrant

Starting at 18th level, you have become the pinnacle of a Marksman. As such, you have been granted by the Planes a shot to topple empires. Once per week, you may as an Action fire a King Killer Shot. The target of the Shot must be more than 1 mile away, and must be within 20 miles. If you have seen the target within the last month, you may fire the Shot. Once fired, the Shot teleports to directly in front of the target, in the nearest unoccupied space. If there is no unoccupied space in front of the target, the Shot teleports to a random unoccupied side. The Shot deals 3d10 Piercing damage, 5d10 Force damage, 3d10 Fire damage, 3d10 Cold damage, 3d10 Radiant damage, and 3d10 Necrotic damage, which ignores Resistance.

The Forsaken[edit]

The Forsaken tap into the darkest part of their powers to unleash devastating attacks.

Bonus Proficiencies

At 1st level, you gain proficiency in the Intimidation skill. You can also add twice your proficiency bonus in Intimidation checks if you are already proficient in it.

Menacing Presence

Beginning at 1st level, upon successful Intimidation check, you may gain 1 Grit point.

Revel in Carnage

Beginning at 3rd level, When you reduce a hostile creature to 0 hit points, You gain temporary hit points equal to your Charisma modifier, plus your Eldritch Gunslinger level (Minimum of 1)

Horde Breaker

At 7th level, Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Unstoppable Destruction

At 18th level, you can increase the power of your simpler spell shots. When you fire a Eldritch Gunslinger spell shot of 3rd level or lower that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you fire it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity

Catalyst Firearm Modifications[edit]

Bone Scales/ Stock (grip)

+1 to the save DC of your Spells

Ironwood Scales/ Stock (grip)

+1 to your attacks and damage rolls with the Catalyst Firearm

Heartwood Scales/ Stock (grip)

You gain 1 temporary hit point per level you have in this class, and +1 to your concentration checks while wielding the firearm

Lucky Charm (Personal touch)

Gain a re-roll on a misfire

Heavy Barrel (Barrel)
Snub Barrel (Barrel)

Weapon can no longer fire at max range, but gains addition 1d4 piercing damage

Rifled Barrel (Barrel)

Weapon can make close-ranged attack with Advantage

Improved Capacity (Ammo capacity)

+1 ammo capacity

Far-Vision Sights/Scope (Sights)

Weapon can make an attack at it's longest range without disadvantage

Edritch Sights (Sights)

Spell shots lock on to target and gain a +2 on attack roll

Glow Stone Sights (Sights)

Sights glow in the dark, doesn't have disadvantage when firing in the dark

Bladed Barrel (Personal Touch)

Weapon may deal 1d6 slashing damage to enemy within 5ft as an action.

Rune of Silence (rune)

Weapon is consider silent when firing

Rune of Necorosis (rune)

Weapon now does added 1d6 Necrotic damage

Rune of Vampirism (rune)

Weapon now heals wielder 1 HP per target hit.

Improved Capacity (Ammo Capacity)

+1 ammo capacity

Eldritch Siphon (Reload)

Instead of reloading you can attack at the cost of 1 HP per shot fired until you reload again

Speed-loader (Reload)

You can reload as a bonus action

Auto-Loading Device (Reload)

Automatically reloads but takes full action to reset the device after one use. Gain +1 to misfire

Modular Design (Personal Touch)

Modifications take half the time and price to make

Twisted Frame (Frame)

Critically hits cause an extra 1d6 of piecing damage

Blackened Frame (Frame)

Weapon gains +1 to damage

Silvered Frame (Frame)

Your weapon deals normal damage to targets that have immunity or Resistance to non-magical Weapons

Improved Capacity (Ammo Capacity)

+1 ammo capacity

Rune of Element (rune)

Weapon can deal 1d6 of either Fire, Frost, Lightning, Poison, or Force damage. Element type is selected at each long rest

Rune of Terror (rune)

Killing an enemy will induce fear to enemies within a 5ft radius of target, affected targets must roll DC wisdom saving throw on action.

Rune of Destruction (rune)

The ruin activates when you kill an enemy causing it to explode, causes 1d10 force damage in a 10ft radius

Void Holster (personal touch)

The firearm is holstered in a void and can be summoned directly into the hand at will. The firearm cannot be stolen from the void, and while in the void holster weighs nothing

Rune of Blood (rune)

Causes target 1d4 bleed damage once per turn until healed or HP reaches 0

Rune of Binding (rune)

Firearm is magically bound to player and thus cannot be disarmed

Rune of the Taken (rune)

First target killed in a single combat instance becomes a zombie for 1 min, then burns to ashes

  • Notes
    • Ammo Capacity stacks every time you select the mod.
    • Other mods may only use 1 of each type at a time ( Barrel, Sights, Grip, Frame, Rune, Reload, and Personal Touch).
    • Mods can be replaced or removed if needed.

Eldritch Gunslinger Spell List[edit]

Cantrips

Fire Bolt, Light, Mage Hand, Prestidigitation, Produce Flame, Ray of Frost, Shocking Grasp, True Strike

1st-Level

absorb elements, chaos bolt, chromatic orb, heroism, jump, longstrider, mage armor, magic missile, witch bolt, create water, zephyr strike


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