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Magical Gunner


Hit Points

Hit Dice: d8 per Magical Gunner level
Hit Points at first Level: 8
Hit Points at Higher Levels: 1d8 + Constitution Modifier

Proficiences

Armor: No Armor Proficiencies
Weapons: Simple Weapons, Martial Ranged Weapons
Tools: Tinker's Tools
Saving Throws: Dexterity, Based on Sub Class
Skills: Choose Two Skills from Arcana, Athletics, Acrobatics, Sleight-of-Hand, Intimidation, Stealth

Overview & Creation

Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th
1 +2 Gun Arts, Spellcasting, Extreme Sense 3 2 2 -- -- -- -- --
2 +2 Fighting Style 3 2 2 -- -- -- -- --
3 +2 -- 3 3 3 1 -- -- -- --
4 +2 Ability Score Improvement 4 3 3 1 -- -- -- --
5 +3 Extreme Sense +, Enchanting (+1) 4 4 3 2 -- -- -- --
6 +3 Gun Arts Feature 4 4 3 2 -- -- -- --
7 +3 -- 4 5 4 2 1 -- -- --
8 +4 Ability Score Improvement 4 5 4 2 1 -- -- --
9 +4 -- 4 6 4 3 1 -- -- --
10 +4 Bullet Arts 5 6 4 3 2 -- -- --
11 +4 Extreme Sense ++, Precision 5 7 4 3 2 -- -- --
12 +4 Ability Score Improvment, Enchanting (+2) 5 7 4 3 2 -- -- --
13 +5 -- 5 8 4 3 2 1 -- --
14 +5 Gun Arts Feature 5 8 4 3 3 1 -- --
15 +5 -- 5 9 4 3 3 2 -- --
16 +5 Ability Score Improvement 5 9 4 3 3 2 -- --
17 +6 Bullet Arts + 5 10 4 3 3 2 1 --
18 +6 Extreme Sense +++, Gun Arts Feature 5 10 4 3 3 3 1 --
19 +6 Ability Score Improvement 5 11 4 3 3 3 2 1
20 +6 Extreme Sense Max, Enchanting (+3) 5 11 4 3 3 3 2 1
 

Equipment Add-Ons

Simple Ranged Weapon

  • Semi-Auto Pistol - Cost: 25 gp - Dmg 1d6 Piercing - Weight: 4 lb. - Properties: Ammunition (15 Bullets Total, Pistol Ammo) (range 25/100), loading (After 15 Ammo is out), Light
  • Full-Auto Pistol - Cost: 25 gp - Dmg 1d4 Piercing - Weight: 4 lb. - Properties: Ammunition (10 Bullets Total, Pistol Ammo) (range 20/80), loading (After 10 Ammo is out), Light, Special (When making a Ranged Attack with this weapon, make another Ranged Attack after)
  • Frag Pistol - Cost: 25 gp - Dmg: 1d8 Bludgeoning - Weight: 5 lb. - Properties: Ammunition (3 Bullets Total, Frag Ammo), loading (After 3 Ammo is out), Reach

Martial Ranged Weapon

  • Semi-Auto Rifle - Cost: 50 gp - Dmg: 1d8 Piercing - Weight: 8 lb. - Properties: Two-Handed, Ammunition (20 Bullets Total, Rfile Ammo) (range 25/100), loading (After 20 Ammo is out)
  • Full-Auto Rifle - Cost: 50 gp - Dmg: 1d6 Piercing - Weight 8 lb. - Properties:Two-Handed, Ammunition (15 Bullets Total, Pistol Ammo) (range 20/80), loading (After 10 Ammo is out), Special (When making a Ranged Attack with this weapon, make another Ranged Attack after)
  • Frag Rifle - Cost: 60 gp - Dmg: 1d10 Bludgeoning - Weight: 10 lb. - Properties: Two-Handed, Ammunition (5 Bullets Total, Frag Ammo), loading (After 3 Ammo is out), Reach
  • Sniper - Cost: 75 gp - Dmg: 2d6 Piercing - Weight: 12 lb. - Properties: Heavy, Two-Handed, Ammunition (range 30/120), loading (After every shot)

Ammunition

  • Pistol Ammo
  • Rifle Ammo
  • Frag Ammo
  • Sniper Ammo


Class Features

Extreme Sense

Gain Darkvision up to 30 ft. Gain a bonus to Perception Checks Equal to half your Proficiency Bonus Rounded Down.

Extreme Sense+

You can use your bonus action to gain the ability to sense creatures through walls. You know the shape and outline of this creature, but you do not know if it is good or evil. Darkvision increases to 60 ft.

Extreme Sense++

Gain the ability to cast the spell "Detect Magic" at will. Gain advantage to Perception checks.

Extreme Sense+++

When making a ranged attack, you may use a bonus action to give yourself advantage on the attack unless that creature is behind full coverage.

Extreme Sense Max

You have become a master at knowing your surrounding you know the location of all creatures within 120ft of you. When making a ranged attack you will have advantage.

Fighting Style

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While wearing armor, you gain a +1 bonus to AC.

Lightweight

Increase movement speed by 10

Magic Reload

When loading a ranged weapon, you may choose to remove one of the steps in loading/reloading the weapon

 

Enchanting

You can use a bonus action to enchant an object. This object is considered a +1 Magical Object. If the object is put into an anti magic zone it looses this property. You may only have one object enchanted in this way at a time. The object becomes +2 at level 12 and the total amount of objects you can enchant becomes 3. The object becomes +3 at level 20 and the amount of objects you can enchant becomes 5.

 

Bullet Arts

When making a ranged attack you can choose to use your bonus action to activate a "Bullet Art." When you activate a bullet art you can choose a type of damage (Lightning, Fire, Ice or Acid) It adds an extra 1d4 of that damage type to the bullet, the damage for these types changes to 1d6 at level 17. This shot is counted as magical. This effect cannot be used when in an anti-magic field. When you reach level 17 you gain different types of damage you can choose, including Radiant, Necrotic and Psychic damage. These do 1d6 extra damage of that type.

 

Precision

At level 12 you gain the ability to bend your bullets with the magic you have infused into your weapon. A target that is behind cover does not grant disadvantage towards the attack and can be hit when behind full cover.


Starting Equipment

  • (a) 1 Semi-Auto Pistol and 2 Cases of Pistol Ammo (15)
  • (a) 2 Daggers or (b) 1 Simple Ranged Weapon
  • (a) 1 Simple Ranged Weapon or (b) 1 Martial Ranged Weapon
  • (a) Leather Armor or (b) Breastplate Armor
  • (a) A Component Pouch or (b) An Arcane Focus


Spellcasting

When you select this class, you have honed your senses and magical abilities to be able to use magic along with your skills with the Gun.

Spell Slots- The Magic Gunner spell table shows the amount of Spell slots, spells and Cantrips you get when you choose your class. It also shows your Spells known. You regain all expended spell slots when you finish a long rest. You may choose spells from the Magic Gunner List Below

Spellcasting Ability- Your Spellcasting Ability is based off of the subclass you choose when you pick this class.

Spell Save DC = 8 + Proficiency + Spell Casting Modifier

Spell Attack Modifier = Proficiency + Spell Casting Modifier

 

  • Cantrips- Acid Splash, Blank Shot, Chill Touch, Control Flames, Dancing Lights, Mage Hand, Magic Stone, Thaumaturgy, Prestidigitation, and True Strike.
  • 1st Level Spells- Absorb Elements, Alarm, Disguise Self, Ensnaring Attack, Far Shot, Feather Fall, Hidden Shot, Hunter's Mark, Jump, Magic Missile, and Witch Bolt
  • 2nd Level Spells- Blur, Cordon of Arrows, Darkvision, Find Steed, Invisibility, Invisible Weapon, Levitate, Melf's Acid Arrow, Mirror Image, Pyrotechnics, Locate Object, and Silence
  • 3rd Level Spells- Conjure Barrage, Counterspell, Elemental Weapon, Flame Arrows, Haste, Lightning Arrow, Magic Circle, Phantom Steed, Scatter Shot, and Sending
  • 4th Level Spells- Arcane Eye, Banishment, Dimension Door, Elemental Bane, Freedom of Movement, Greater Invisibility, Hallucinatory Terrain, Lightning Pierce, and Shadow of Moil
  • 5th Level Spells- Antilife Shell, Conjure Volley, Creation, Far Step, Geas, Mislead, Steel Wind Strike, Swift Quiver, Teleportation Circle, and Wind Bullet
  • 6th Level Spells- Arcane Gate, Chain Lightning, Contingency, Eyebite, Investigure of Flame, Investigure of Ice, Investigure of Stone, Investigure of Wind, Mass Suggestion

New Spells

  • Blank Shot- (BA) Next time you make a Ranged Attack the creature takes no damage, instead it becomes frightened until the end of its turn.
  • Hidden Shot- (1 Action) Make a Ranged Attack with an ammunition weapon. When the weapon hits the creature takes the damage, but does not break your concentration and it does not notice you.
  • Far Shot- (BA) Next time you make a Ranged Spell Attack with advantage double the amount of dice you use.
  • Invisible Weapon- (BA) Target up to 3 weapons within 30 feet of you, these weapons become invisible to everyone except for you.
  • Scatter Shot- (BA) Next time you land a Ranged Spell Attack all creatures within 10 feet of the creature targeted takes the damage and the original target takes an extra 1d6 damage (Damage increases by 1d6 per spell slot above 3rd).
  • Lightning Pierce- (BA) Next Ranged Attack you make gains an extra 4d6 Lightning Damage, as well as the targets AC gets treated as half for all ranged attacks you make against it.
  • Wind Bullet- (1 Action) Make a Ranged Spell Attack, the target takes 4d8 Force damage and gets pushed back 30 feet. If they land into a wall or other creature they take an extra 10 damage.
  • Full Jacket- (BA) Next time you make a Ranged Attack the target takes an extra 2d6 Piercing damage
  • Thunder Bullet- (1 Action) Make a Ranged Spell Attack, the target takes 4d8 Thunder damage, it and any creature within 10 ft becomes deafened.
  • Lightning Blade- (1 Action) Make a Melee Spell Attack, the blade takes shape of a lightning bolt. If you hit the target it takes 5d6 Lightning damage and becomes paralyzed.


Subclass Options

Gun Arts

 

Sniper

Extra Vision

At 1st level, when using a Ranged Weapon, Double the Effective Range of the Weapon. If you are attacking from a distance lower than that of the first number you gain advantage on the Attack Roll. Also gain Proficiency in the Investigation Skill

Spellcasting Modifier

When you select this Art at 1st level, your Spell Casting Modifier becomes Intelligence.

Extended Spell List

You also have the choice of these spells for your spell list at first level.

  • 1st Level- Guiding Bolt, Hail of Thorns
  • 2nd Level- See Invisibility, Full Jacket
  • 3rd Level- Clairvoyance, Major Image
  • 4th Level- Mordenkainen's Faithful Hound, Thunder Bullet

 

Assault

Extra Precision

At 1st level, When making the Attack Action, you may use your bonus action to perform the Attack. Also gain Proficiency in the Perception Skill

Spellcasting Modifier

When you select this Art at 1st level, your Spell Casting Modifier becomes Wisdom.

Extended Spell List

You also have the choice of these spells for your spell list at first level.

  • 1st Level- Thundering Smite, Shield
  • 2nd Level- Spiritual Weapon, Misty Step
  • 3rd Level- Blinding Smite, Thunder Step
  • 4th Level- Staggering Smite, Lightning Blade

 

Gunflinger

Extra Sling

At 1st level, You are able to use the "Two-Weapon Fighting" Fighting Style (When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack). Also gain Proficiency in the Performance Skill

Spellcasting Modifier

When you select this Art at 1st level, your Spell Casting Modifier becomes Charisma.

Extended Spell List

You also have the choice of these spells for your spell list at first level.

  • 1st Level- Charm Person, Compelled Duel
  • 2nd Level- Calm Emotions, Crown of Madness
  • 3rd Level- Fly, Gaseous Form
  • 4th Level- Phantasmal Killer, Polymorph


 



Created by

SwordsmanDrake.

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