Arcane Gunner
About this class
As an Arcane Gunner, you’ve embraced the thrill of the hunt and dedicated your arcane powers to firearms so you can go after any prey with either tricks or raw precise shots.
Domains
Arcana
Bone
Starting stats
Hope feature
Class features
-
Minor Arcane Creation
You are able to create minor and small things with your arcane. They can be an object, tools, material or noncomplex item that is no bigger than your hands.
-
Arcane Enchantments
Your arcane knowledge and skills allows you to do small enchantments. You can do the following:
◉You have placed enchantments on your firearm(s), which is either a rifle, revolver or shotgun, and can weave elemental enchantments onto your bullets. Your firearms do magical damage and can become one of the following elements: fire, water, ice, wind, lighting, or pure arcane.
◉You can place a harmless, small enchantment rune on an object you touch with a parameter trigger to turn off or on of your choice. For example, a sound, shed small amounts of light color, float in the air, move in slow motion, playback a short recording, magically lock for half a day, or provide heat. Examples for the parameters to turn on or off the effect can be a timer, proximity or even a keyword. -
Showdown
Mark a stress to roll a number of D6s equal to your Spellcasting Trait. Put a number of tokens equal to the highest roll on this card. To use these tokens, make an attack roll- on a success, roll 1d4 with your proficiency; repeat this for every token on this card, then remove all tokens.
Class items
- A Bullet With Someone's Name On It
- or
- A Deck of Cards With Five Aces
Character questions
Background prompts
- Who or what was your first target and why did their death matter so much to you?
- You have a habit that somewhat annoys you and you just can't seem to shake off. What is it?
- Something set you down the path of the hunter with your arcane gifts. What was it and did you have a mentor? Can be an event, organization, person or other.
Connection prompts
- We have a deal between us that must be honored and the rest of the party might not be aware of. What is it?
- Why are you not bothered by my unique arcane magic nor by my firearms?
- What bizarre, crazy or intense situation did we first meet that led to us becoming close friends or extremely loyal to each other?
Subclass cards
Printable via header menu
Trick Shooter
Foundation
SPELLCAST TRAIT: Instinct
Fancy Gunslinging: After a rest, you get an amount of Tricks on this card equal to your Spellcasting Trait. You can also mark a Stress to get 1d4 Tricks. These Tricks can be flavored gunslinger or arcane style. Before you rest, clear this card. You know these tricks:
◉ Disarming Shot - Spend a Trick before making an attack roll with a firearm. On a successful attack, the target becomes temporarily Disarmed. While Disarmed, they lose their weapon and their attack rolls have a -2 penalty till they clear this condition.
◉ Crippling Shot - On a successful attack roll with a firearm, spend a Trick to make the target Vulnerable. If the target took Severe damage, DM must spend an additional Fear to clear the condition.
◉ Cover Fire - Make a Spellcast Roll (14) against a target within your firearm range. On a success, spend a Trick and the target becomes temporarily Restrained. You may spend a Hope to temporarily Restrained an additional target within Close range of the original targets.
Tricky Shots: When you succeed in a Trick or spend a Trick after a success, you not only deal your firearm damage, if not already specify, but also bonus damage d4 based on your Tier to all targets.
Trick Shooter
Specialization
Ployfur Shooter: You also know these Tricks:
◉ Flashbang - When you are targeted by an attack within Close range or you succeed in an attack against a target within Close range, spend a Trick to temporarily Blind them. While Blind, they have disadvantage on attack rolls and their vision is blurred till the condition is cleared.
◉ Ricochet Shot - When you fail an attack roll against a target with Hope, you may spend a Trick to reroll the attack to have it hit a target within Close Range of the original target.
◉ Bullet Barrage - Spend 2 Tricks to make all adversaries within Close range of you make a Reaction Roll (15). On failures, targets take double your firearm damage and mark a Stress. On success, they take no damage and mark a Stress.
Quick Hands: When you do one trick, you may spend the price to do a second trick in combo with the first one.
Trick Shooter
Mastery
Gunfu: You also know these tricks:
◉ Called Shot! - Once per Rest, spend a Trick to describe your next attack of where it hits a target and how. As part of the attack roll, you can roll a d20 as your Hope Die. On a success, clear a Stress and you roll bonus d6s damage equal to your proficiency.
◉ Pump Them Full of Lead -Make a Spellcast Roll against all adversaries in front of you within your firearm range. On a success, spend any number of Tricks and force that many targets you succeeded against to make a Reaction Roll (15). Targets who succeed take 1 die tier up of your firearm instead of its normal damage. Targets who fail take 2 die tier up damage of your firearm and are temporarily Stunned. While Stunned, they can’t use reactions and can’t take any other actions until they clear this condition.
Trigger Happy: When you would roll for Tricks damage, you roll a 1d6+1 based on your tier (to a max of 4d6+4) instead of a 1d4 now.
Phantom Hunter
Foundation
SPELLCAST TRAIT: Finesse
Muffled Enchantment: If you have the Hidden condition, your attacks don’t remove the Hidden condition unless the DM spends a Fear to do so due to your shots being silent and untraceable. If a creature marks a Hit Point from an Hidden attack, spend a Hope to temporarily Silence them. While Silence, they can’t make noise and can’t cast spells.
Critical Shot!: Choose a number between 1 and 12. If your Hope dice rolls on that number for an attack roll that succeeds, the damage for that attack is doubled. You can change this number when you take a long rest.
Opportunist: When attacking while Hidden, you roll your attack with advantage. When you make any attack roll with advantage, you increase all damage die by 1 for your firearms and Showdown feature.
Phantom Hunter
Specialization
Arcane Barrier: Spend 2 Hope to cast an arcane barrier that hugs your body, giving you +2 to your Evasion until the scene ends. When you would mark an Armor Slot, you can spend a Stress instead. If you take Severe Damage, it drops to Major Damage and the barrier shatters.
Phantom Mist: Do a Spellcast Roll (14). On a success, mark a Stress and you disappear from your current location as arcane mist to reform in a location within Close range that is out of sight of adversaries, becoming Hidden and you remain Hidden till your next action roll. You can even use this to get out and end the Restrained condition.
Spectral Cloak: Mark a Stress to create a special cloak made of arcane that helps you camouflage to your surroundings. You have advantage in rolls to become Hidden and can hide in plain view of adversaries as long as they are Far range from you. You have this feature till you mark a Hit Point or until your next rest.
Phantom Hunter
Mastery
Void Piercer: Make an attack roll with a firearm. On a success, mark a Stress and deal your firearm damage. The target also gains the Weak Point condition permanently. While a target is Weak Point, they gain -2 penalty to their Difficulty and are Vulnerable.
Good Under Pressure: When you have 3 or more Stress marked, you can choose a 2nd number for your Critical Shot! feature.
Arcane Gunner
As an Arcane Gunner, you’ve embraced the thrill of the hunt and dedicated your arcane powers to firearms so you can go after any prey with either tricks or raw precise shots.
Domains
Arcana + Bone
Starting Evasion
10
Starting Hit Points
6
Class Items
- • A Bullet With Someone's Name On It
- • or
- • A Deck of Cards With Five Aces
Arcane Gunner’s Hope Feature
Sharpshooter : Spend Three Hope when you miss an attack to add your Tier to the attack roll.
Class Features
Minor Arcane Creation
You are able to create minor and small things with your arcane. They can be an object, tools, material or noncomplex item that is no bigger than your hands.
Arcane Enchantments
Your arcane knowledge and skills allows you to do small enchantments. You can do the following: ◉You have placed enchantments on your firearm(s), which is either a rifle, revolver or shotgun, and can weave elemental enchantments onto your bullets. Your firearms do magical damage and can become one of the following elements: fire, water, ice, wind, lighting, or pure arcane. ◉You can place a harmless, small enchantment rune on an object you touch with a parameter trigger to turn off or on of your choice. For example, a sound, shed small amounts of light color, float in the air, move in slow motion, playback a short recording, magically lock for half a day, or provide heat. Examples for the parameters to turn on or off the effect can be a timer, proximity or even a keyword.
Showdown
Mark a stress to roll a number of D6s equal to your Spellcasting Trait. Put a number of tokens equal to the highest roll on this card. To use these tokens, make an attack roll- on a success, roll 1d4 with your proficiency; repeat this for every token on this card, then remove all tokens.
Arcane Gunner Subclasses
Choose either the Trick Shooter or Phantom Hunter subclass.
Trick Shooter
Play the Trick Shooter if you want to do trick shots to control the battlefield and keep your prey on their toes, determining the flow of the battle.
Spellcast Trait
Instinct
Foundation Features
Fancy Gunslinging: After a rest, you get an amount of Tricks on this card equal to your Spellcasting Trait. You can also mark a Stress to get 1d4 Tricks. These Tricks can be flavored gunslinger or arcane style. Before you rest, clear this card. You know these tricks:
◉ Disarming Shot - Spend a Trick before making an attack roll with a firearm. On a successful attack, the target becomes temporarily Disarmed. While Disarmed, they lose their weapon and their attack rolls have a -2 penalty till they clear this condition.
◉ Crippling Shot - On a successful attack roll with a firearm, spend a Trick to make the target Vulnerable. If the target took Severe damage, DM must spend an additional Fear to clear the condition.◉ Cover Fire - Make a Spellcast Roll (14) against a target within your firearm range. On a success, spend a Trick and the target becomes temporarily Restrained. You may spend a Hope to temporarily Restrained an additional target within Close range of the original targets.
Tricky Shots: When you succeed in a Trick or spend a Trick after a success, you not only deal your firearm damage, if not already specify, but also bonus damage d4 based on your Tier to all targets.
Specialization Feature
Ployfur Shooter: You also know these Tricks:
◉ Flashbang - When you are targeted by an attack within Close range or you succeed in an attack against a target within Close range, spend a Trick to temporarily Blind them. While Blind, they have disadvantage on attack rolls and their vision is blurred till the condition is cleared.
◉ Ricochet Shot - When you fail an attack roll against a target with Hope, you may spend a Trick to reroll the attack to have it hit a target within Close Range of the original target.
◉ Bullet Barrage - Spend 2 Tricks to make all adversaries within Close range of you make a Reaction Roll (15). On failures, targets take double your firearm damage and mark a Stress. On success, they take no damage and mark a Stress.
Quick Hands: When you do one trick, you may spend the price to do a second trick in combo with the first one.
Mastery Feature
Gunfu: You also know these tricks:
◉ Called Shot! - Once per Rest, spend a Trick to describe your next attack of where it hits a target and how. As part of the attack roll, you can roll a d20 as your Hope Die. On a success, clear a Stress and you roll bonus d6s damage equal to your proficiency.
◉ Pump Them Full of Lead -Make a Spellcast Roll against all adversaries in front of you within your firearm range. On a success, spend any number of Tricks and force that many targets you succeeded against to make a Reaction Roll (15). Targets who succeed take 1 die tier up of your firearm instead of its normal damage. Targets who fail take 2 die tier up damage of your firearm and are temporarily Stunned. While Stunned, they can’t use reactions and can’t take any other actions until they clear this condition.
Trigger Happy: When you would roll for Tricks damage, you roll a 1d6+1 based on your tier (to a max of 4d6+4) instead of a 1d4 now.
Phantom Hunter
Play the Phantom Hunter if you want to be an opportunist who either takes shots from the shadows or in the open to deal powerful precise shots.
Spellcast Trait
Finesse
Foundation Features
Muffled Enchantment: If you have the Hidden condition, your attacks don’t remove the Hidden condition unless the DM spends a Fear to do so due to your shots being silent and untraceable. If a creature marks a Hit Point from an Hidden attack, spend a Hope to temporarily Silence them. While Silence, they can’t make noise and can’t cast spells.
Critical Shot!: Choose a number between 1 and 12. If your Hope dice rolls on that number for an attack roll that succeeds, the damage for that attack is doubled. You can change this number when you take a long rest.
Opportunist: When attacking while Hidden, you roll your attack with advantage. When you make any attack roll with advantage, you increase all damage die by 1 for your firearms and Showdown feature.
Specialization Feature
Arcane Barrier: Spend 2 Hope to cast an arcane barrier that hugs your body, giving you +2 to your Evasion until the scene ends. When you would mark an Armor Slot, you can spend a Stress instead. If you take Severe Damage, it drops to Major Damage and the barrier shatters.
Phantom Mist: Do a Spellcast Roll (14). On a success, mark a Stress and you disappear from your current location as arcane mist to reform in a location within Close range that is out of sight of adversaries, becoming Hidden and you remain Hidden till your next action roll. You can even use this to get out and end the Restrained condition.
Spectral Cloak: Mark a Stress to create a special cloak made of arcane that helps you camouflage to your surroundings. You have advantage in rolls to become Hidden and can hide in plain view of adversaries as long as they are Far range from you. You have this feature till you mark a Hit Point or until your next rest.
Mastery Feature
Void Piercer: Make an attack roll with a firearm. On a success, mark a Stress and deal your firearm damage. The target also gains the Weak Point condition permanently. While a target is Weak Point, they gain -2 penalty to their Difficulty and are Vulnerable.
Good Under Pressure: When you have 3 or more Stress marked, you can choose a 2nd number for your Critical Shot! feature.
Background Questions
Answer any of the following, or create your own.
- • Who or what was your first target and why did their death matter so much to you?
- • You have a habit that somewhat annoys you and you just can't seem to shake off. What is it?
- • Something set you down the path of the hunter with your arcane gifts. What was it and did you have a mentor? Can be an event, organization, person or other.
Connections
Ask one of the following, or improvise.
- • We have a deal between us that must be honored and the rest of the party might not be aware of. What is it?
- • Why are you not bothered by my unique arcane magic nor by my firearms?
- • What bizarre, crazy or intense situation did we first meet that led to us becoming close friends or extremely loyal to each other?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.