Arcane SHot

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

Infusion
Starting at level 1 you have the ability to infuse the Ammo you carry with arcane properties. You can spend 10 minuets outside of combat to infuse a single type of arcane into a magazine of ammo.
Alternatively you can spend a Bonus action to infuse your next shot with your prefered arcane property, You can do this an equal amount of times to your level + 2

Arcane List

Fire: The Bullet hits with the force of a tiny Meteor, exploding in a burst of flame upon hitting the target.
Can start fires
Deals pure Fire damage
+ 1 D6 to Dmg that increases to 1 D8 at level 4, 1 D10 at level 7.

Force:

Lightning:

Toxin:

Smoke:

Ability score Improvement

Spectral Gun You can spend a full day taking apart a gun and learning how it works to be able to creat an arcane version of it.
This Spectral Gun is exsactly the same as the one you destroyed to make it however its damage is classified as magical for overcoming resistances. you can only make one spectral gun at a time.
You gain the ability to make another spectral gun at level 7

Look Ma, No Hands
You can now have your spectral guns act independently. you can have them float next to you while you have real guns in your hands, Peak around corners, Fire when you tell them or automatically respond to another weapon firing just to name a few possibilities.

Ability score Improvement

Arcane Achalon Starting at 10th level, Should you die, you will come back to life 1d4 hours later as if by a true resurrection spell. Once you have used this feature, you can't use it again until 7 days have passed. Additionally, you no longer suffer the drawbacks of old.
Your Spectral Guns now do double the normal damage they would.

  • homebrew/class/arcana_shot.txt
  • Last modified: 4 years ago
  • by 127.0.0.1