Spell Gunner (5e Subclass)
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Spell Gunners came forth out of the invention of the firearm. Gunslingers started popping up around the lands, and their use became more and more common. That is until a couple of Rangers experimented with the firearms, and made a groundbreaking discovery. It is possible to infuse bullets with magic. Thus the first Spell Gunners were born.
The difference lies in the way the Spell Gunner uses his firearms. Where the Gunslingers use their expertise to skillfully fire their gun and pick on specific targets, the Spell Gunner takes an entire different approach. While being a ranger they are limited in the amount of destructive spells they can cast, but after some research, the invention of the firearm solved this problem for them. They turned their firearms into magic devices, capable of being used as a spell focus. In turn this improves some of the ways the Spell Gunners can use spells compared to other spellcasters, but still limits them in variety.
Spell Gunners see their inventions as an improvement of the original design, though both inventions can be equally lethal. Armed with a new threat, these individuals are often dispised by court wizards and other spellcasters. They usually use their talent in the hunting arts, either chasing prey, or taking mercenary contracts.
Starting at 3rd level, the Spell Gunner gains proficiency with Firearms and Tinker’s Tools and is able to use the tools to craft ammunition, repair damaged firearms, or even draft and create them. In addition, Spell Gunners can use their firearms as a focus for their spells, and when they do so they can cast their Spells which require an attack roll with the same range as the firearm they are using. Furthermore, whenever an effect targets a arrows or bolts, the effect can also affect firearm ammunition.
They also gain the following benefits at 7th and 11th level to Infuse Magic into their firearms.
- Starting at 7th level, the Spell Gunners attacks with firearms are always magical, and effects that would go off when hitting with a ranged weapon attack with their firearm also apply on ranged spell attacks.
- Starting at 11th level the Spell Gunners ability to Infuse Magic has improved, enabling them to create spell effects quickly. After making a Ranged Weapon Attack using their Firearms they can also cast a Cantrip as part of the same action.
When you reach 3rd level, you augment your firearms with the ability to cast spells. See below for the available spells.
Cantrips. Spell Gunners automatically know the Eldritch Blast, Firebolt, and Ray of Frost cantrips.
Bonus Spells. Spell Gunners automatically learn bonus spells depending on their ranger level. These spells do not count against the limit of spells known.
3rd Level: Chromatic Orb, Ray of Sickness, Magic Missile
5th Level: Melf’s Acid Arrow, Ray of Enfeeblement, Scorching Ray
9th Level: Elemental Weapon
13th Level: Storm Sphere, Elemental Bane
Spellcasting Ability. Being a Spell Gunner, their spell attack modifier and spell save DC for their Ranger Spells changes to Dexterity.
DC = 8 + your proficiency bonus + your Dexterity modifier
Spell Attack Modifier = your proficiency bonus + your Dexterity modifier
At the end of each Short Rest, a Spell Gunner gains a number of Essence points equal to their Intelligence Modifier (minimum 1). The number of Essence points the Spell Gunner has can never exceed their Intelligence modifier. The Spell Gunner can regain Essence points in the following ways:
Critical Hit with a Spell. Each time the Spell Gunner scores a Critical Hit with a Spell that requires an attack roll while in the heat of combat, they regain 1 Essence point.
Killing blow with a Spell. When the Spell Gunner reduces a creature to 0 or fewer hit points with a Spell that requires an attack roll, they regain 1 Essence point. If the death was due to a Critical Hit, you only get the 1 Essence, not two.
Spell Gunners use Essence points to flourish. Some flourish effects are instant bonuses or attacks, while others are bonuses that can last for a period of time. Some flourish effects last as long as the Spell Gunner has 1 Essence Point. A Spell Gunner can only use flourish effects that they meet the required level for, and cannot combine multiple flourish effects into a single attack.
Powershot. Starting at 3rd level, the Spell Gunners can spend 1 Essence point to add their firearm weapon damage + dexterity mod to the damage from a spell that requires an attack roll.
Charged Shot. Starting at 7th Level, the Spell Gunner can spend 1 or more Essence points before rolling a Spell Attack. For each Essence point spent, that Attack gains +1 to the weapon’s Misfire number. If the spell attack hits, it is cast at one higher level per Essence point spent. If the attack misses, Essence points are still expended.
Ricochet. Starting at 10th Level, when the Spell Gunner reduces a creature to 0 or fewer hit points with a Spell that requires an attack roll, they can spend 1 Essence point to make the same spell hit another creature within 30ft. The Spell Gunner must reroll the attack roll and damage roll for this attack.
Elemental Shot. Starting at 10th Level, the Spell Gunner can spend a Essence point to add an elemental effect to the spell. If the attack misses, the Essence point is still lost. The applied effect is determined by the damage type of the spell. If the spell deals multiple kinds of damage types, use all applicable effects. Your Elemental Shot DC is 8 + your Proficiency Mod + your Intelligence Mod.
Fire – On a hit, the target is on fire and takes 1d10 fire damage at the start of each of its turns. It requires an action from the target, or an ally of the target to douse the flames.
Cold – On a hit, the target’s speed is reduced by 10 feet for the remainder of the encounter. The target can take an action to get rid of the effect by making a constitution saving throw.
Acid – On a hit, the target must make a constitution saving throw, or lose 2 AC for 3 turns.
Poison – On a hit, the target must make a constitution saving throw, or become poisoned. If the target is already poisoned by this attack, ignore the saving throw and deal an extra two dice of poison damage (if the attack did 4d10 poison damage, roll another 2d10).
Thunder – On a hit the target must make a constitution saving throw, or be deafened for 1 round.
Lightning – On a hit, the target must make a constitution saving throw. On a fail, the target is stunned for the next round until it has taken damage.
Necrotic – On a hit, the target must make a wisdom saving throw. On a fail, the target is frightened until it has taken damage.
Psychic – On a hit, the target is must make a constitution saving throw. On a fail the target has disadvantage on attacks for 1 round.
Force – On a hit, the target is knocked back 10ft.
Dumb Luck. Starting at 18th level, whenever the Spell Gunner rolls a 1 on an attack roll, the Spell Gunner can immediately spend all of their current Essence points (minimum of 1) to instead change the roll to a 20.
Essence Mastery. Starting at 18th level, when the Spell Gunner rolls an 18 or higher, he can spend a Essence point to to instead change the roll to a 20.
Starting at 15th level, the Spell Gunner can focus his magical energy to charge his guns. The Spell Gunner declares in his turn that he wants to use Eldritch Standoff. For the next subsequent turns, the Spell Gunner uses his action to charge his guns for a powerful attack. Every turn the Spell Gunner succeeds in charging his guns, the guns will deliver a more devastating attack after releasing. When the Spell Gunner releases his attack as a bonus action, he will hit every target of his choice within a 60ft. cone he can see. These targets must then make a Dexterity save against the Spell Gunners Spell Save DC. Failing the saving throw will result in full damage, and making the saving throw will result in half damage. The Spell Gunner also has to make a Wisdom saving throw every turn in order to keep charging. Failing the saving throw will force the Spell Gunner to stop charging, and he has to release the attack either the current, or the next turn. He cannot cancel the activation of this effect. If the Spell Gunner receives damage while charging this ability, he must make a DC 10 Constitution save or be forced to release the attack right after the failed save. This ability can be used again after a long rest.
The charge levels are as follows:
Turn 1: 1d10 Fire damage + 1d10 Cold damage + 1d10 Lightning damage
Turn 2: 2d10 Fire damage + 2d10 Cold damage + 2d10 Lightning damage. Must make a DC 5 Wisdom save
Turn 3: 3d10 Fire damage + 3d10 Cold damage + 3d10 Lightning damage. Must make a DC 10 Wisdom save
Turn 4: 4d10 Fire damage + 4d10 Cold damage + 4d10 Lightning damage. Must make a DC 15 Wisdom save
Turn 5: 5d10 Fire damage + 5d10 Cold damage + 5d10 Lightning damage. Must make a DC 20 Wisdom save
Reload. The weapon can be fired a number of times equal to its Reload number before the wielder must spend 1 Attack of your Attack Action, or an Action, to reload. You must have one free hand to reload a firearm.
Misfire. Whenever the Firearm is fired in a way that requires an Attack Roll, if the dice roll is equal to or lower than the Misfire number, the weapon Misfires, the attack misses, and it cannot be used to attack again until an Action and successful Tinker’s Tools Ability Check (DC = 10 + Firearm’s Misfire Score) is used to repair and clear the weapon. Should the Tinker’s Tools check fail, the weapon is considered broken and must be repaired out of combat at half the cost of the weapon (or DM’s discretion).
|Pistol||100g||1d8 Piercing||3 lbs||100/400||Reload 4, Misfire 1|
|Rifle||500g||1d12 Piercing||10 lbs||200/800||Two-handed, Reload 1, Misfire 2|
|Revolver||450g||1d10 Piercing||4 lbs||150/600||Reload 4, Misfire 2|
|The Chimera||(Crafted)||2d8 Piercing||6 lbs||120/500||Reload 4, Misfire 3|
|Boomstick||(Crafted)||2d12 Piercing||15 lbs||300/1000||Two-handed, Reload 1, Misfire 3|