# The Arcane Gunslinger (5e Homebrew)
A lone figure lays on the cold ground, rifle barrel peeking from the ditch. He directs his breath to the floor, as he has done for the past hours, acutely aware of how prominently the condensation rises from his position, yearning to spiral skywards and alert any perceptive guards that glance in his direction. When the target finally steps outside, they manage two paces before a low thud breaks the tension, and a round of dazzling arcane energy arcs across the terrain. 
Mugs of ale fly across the room as tables are flipped, and the occupants of the tavern draw their swords, daggers, bows, and some begin to gesture  

and mutter their incantations. The stranger slams the hammer of her pistol, silencing those same incantations with brutal efficiency. A thrown axe causes the sleek, silver firearm to fall to the ground. Without any hesistation, the stranger clasps her component pouch and throws a myriad of cantrips and spells.
<br> Arcane Gunslingers are wizards who bridge the gap between fantastical spellcasting and new-age technology. Often referred to as spellslingers, gun mages, or mislabelled as warcasters, arcane gunslingers are equally efficient in the use of firearms and spellcasting, harnessing the weave of magic around them and channeling it into extraordinary ballistic weapons.
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<div class='classTable'> ##### Arcane Gunslinger Features (Table #1) 
 
| Wizard Level |       Feature      |
|:------------:|:------------------:|
| 2nd          | Arcane Armament, Imbued Ammunition    |
| 6th          | Firearm Flair      |
| 10th         | Advanced Gunsmithing, Enhanced Enchantment |
| 14th         | Second Firearm Flair, Enhanced Enchantment (2)  |

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<div class='pageNumber'>1</div>
<div class='footnote'>Created by SellotapeGypsy</div>
<div class='footnote'>PAGE 1 | ARCANE GUNSLINGER</div>

### Arcane Armament
Beginning when you select this school at 2nd level, you gain a number of benefits.

***Knowledge is (Fire)power.*** You gain proficiency with firearms, as well as light armor and gunsmith's tools.

***Arcane Firearm.*** You gain one of the following: (*a*) blunderbuss, (*b*) musket or (*c*) pistol.

This starting weapon is battered, weathered or unfinished. How you gain this weapon is down to yourself and your DM. This weapon can fire ***mundane*** ammunition. All other creatures treat this weapon as if it has the *broken* condition. Your starting weapon can only be sold for scrap (4d10 gp).

***Binding Ritual.*** Through a 1-hour ritual, you can imbue a firearm with latent magical potential, allowing it to be used as an Arcane Focus. Such a weapon still functions as normal, and can fire ***mundane*** ammunition. You may bind up to two such firearms as Arcane Foci. These are your designated *Arcane Guns* and are considered magical for the purposes of overcoming resistances and immunities. 

You can use your arcane gun to cast damage-dealing spells that use ranged attack rolls, or have a cone/line zone of effect. While doing so, any magical properties of the weapon are also applied to the spell *(See Example #1)*. When casting a spell in this manner, you may choose to use your dexterity modifier instead of your intelligence modifier for the attack roll only. Spells fired through the Arcane Gun this way do not require the weapon to be loaded.

***Gunsmithing.*** Beginning at level 2, you can craft simple firearms. This is a long and arduous process that requires base materials equal to the value of the weapon. The time required is equal to the cost of the weapon, divided by 200, in hours. You must make a DC 10 Gunsmith's Tools check at the start of your crafting, and every four hours afterwards if you continue to craft. On a failed save, your progress is hindered and you work at half speed.


***Ample Ammunition.*** You can transmute base materials into ***mundane*** ammunition without the use of gunsmith's tools, at a rate of 1 round per minute. These base materials must be of sufficient quality to hold shape when fired. Additionally, during a short rest, you are able to transmute ammunition directly from coin. This process is tiring and costly, however. You can transmute up to 20 rounds during a short rest for 1.5x the base cost of the ammunition.

> #### Example #1 
For the Arcane Gun feature, firing a ranged attack spell through a +1 firearm would have a +1 bonus to the attack roll and damage roll. Firing the same spell through a gun with an enchantment that adds 1d4 fire damage to ranged weapon attacks would also apply 1d4 fire damage to the spell! 
This feature appears in a few homebrew gunmages I've seen and is never very well explained, so this is my interpretation! As always, feel free to change this if you interpret the text differently, or discuss it with your DM.

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### Imbued Ammunition
Beginning at 2nd level, you gain the ability to imbue arcane magic directly into your ammunition. Before making an attack roll with your arcane gun, or as an action, you can expend a spell slot to channel one of the following types of arcane magic - acid, cold, fire, lightning, thunder, necrotic or radiant. An attack with a bullet imbued this way deals an additional 2d4 damage per level of the spell slot expended. If the attack misses, the magic within the bullet is dispelled. Attacks made with infused bullets do not count as a ***mundane*** attack for the purposes of other features.

### Firearm Flair
Starting at 6th level, your skill with firearms is evident in the way you move, aim, and attack. As such, you adopt a particular individual style of guncraft. Choose one of the following options. You cannot choose the same gunplay style twice, even if you get to choose again.

##### Dual Wielder
When you take the attack action with a single handed firearm, you can use your bonus action to make a ***mundane*** attack with a single handed firearm in your offhand, if the weapon is loaded. You do not add your ability score modifier to the damage of this attack, unless that modifier is negative. 

##### Quickdraw
You draw your weapon with lightning speed, and gain advantage on initiative rolls. However, this speed comes at a cost, and any attack other than a ***mundane*** for your first attack has disadvantage. After your first attack, ***mundane*** or not, disadvantage is no longer applied.

##### Steady Hands
When wielding a one-handed firearm and no other weapons, you gain a +2 bonus to damage rolls with this firearm. This additional damage only applies for ranged attacks made at creatures within 30 feet of you. This also applies to spells cast through your Arcane Gun.

##### Sniper Savant
You gain a +2 bonus to damage rolls with a ranged weapon or firearm where the targeted creature is 30 feet or further from you. This also applies to spells cast through your Arcane Gun.


##### Cast and Blast
When you cast a spell of any kind as your action, you may fire a ***mundane*** attack from your Arcane Gun as a bonus action, if the gun has sufficient ammunition loaded. 

##### Helping Hand
*Prerequisite: 14th Level, Mage Hand cantrip*
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By adapting the spell Mage Hand and inscribing it upon the handle, you arcane firearm gains the ability to load itself. When taking the Attack action, you may choose to concentrate on your weapon and fully reload it instead of taking one of your attacks.

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### Advanced Gunsmithing 
Beginning at level 6, you can craft regular firearms. This is a long and arduous process that requires base materials equal to the value of the weapon. The time required is equal to the cost of the weapon, divided by 200, in hours. You must make a DC 10 Gunsmith's Tools check at the start of your crafting, and every four hours afterwards if you continue to craft. On a failed save, your progress is hindered and you work at half speed.

Additionally, all simple firearms can now be crafted for their base cost in materials, with no skill checks required.

### Enhanced Enchantment

At 10th level, your increased knowledge and understanding of the underlying enchantments within your arcane weapon allow you to increase its rate of fire. When you take the Attack action with your firearm, firing a ***mundane*** shot or an ***imbued*** shot, you can Attack twice, instead of once. 

The number of attacks increases to three when you reach 14th level in this class.

### Second Firearm Flair

At the 14th level, you can choose a second Firearm Flair to adopt. You cannot adopt the same Flair twice.


### Another 14th level subclass feature? Not sure.

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 # New Spells - Optional Arcane Missfire
 ### Arcane Maintenance
**Transmutation**

*Casting Time* - 10 minutes

*Range* - Self

*Components* - V S

*Duration* - Instantaneous

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Arcane Maintenance is the process of removing and refreshing the unique arcane firing mechanism from your Arcane Gun, in order to fix an ***Arcane Misfire.*** The ritual requires 10 minutes, and if interrupted, must be started again.
 
 
 
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 ### Relevant Terms / Rules
 
 ***Misfire (Optional Rule).*** This rule is made only for games
where firearms are prominent and you wish to emphasize
inferiority of Primitive Firearms. These rules only apply to
them in this instance. 

If you make an attack roll and the roll matches or is lower
than a firearm's misfire number, (such as 2, for example), your
gun jams. You cannot make an attack with it again until you
spend an action to clear the chamber. Your firearm's misfire
number then goes up by 1, to a maximum of 5. You can spend
1 minute and make a DC 10 + your firearm's misfire number
Dexterity(Tinker's tools) or Intelligence(Tinker's tools) check
to reduce your gun's misfire number by 1, to a minimum of its
original misfire number.


***Arcane Misfire (Optional Rule).***
This optional rule allows for an Arcane Gun to misfire in a way similar to a normal firearm, since an Arcane Gun can arguably still be used for spellcasting and focusing. If you make a ***mundane*** attack roll or fire an ***imbued bullet*** and roll a natural 1 to hit, the modified catapult spell infused into the gun is dispelled. The weapon will no longer fire ***mundane*** ammo or ***bullet spells.*** Additionally, the weapon must now be the target of an Arcane Maintenance spell in order to be re-enchanted and suitable for use as a ranged weapon. The gun can still be used as a spell focus without the re-enchantment. 


***Primitive Guns (Optional Rule).*** In games where firearms
are prominent, you can use this optional rule. Primitive
Firearms are not properly built for combat. If you make more
than two attacks with these weapons on your turn, the
firearm's misfire number goes up by 1, to a maximum of 10.

***Reload.*** Some ranged weapons can be fired a number of
times before they must be reloaded. Ranged weapons with
the reload property take an action or bonus action (player's choice) to prepare and load the ammunition.

If you wield two light ranged weapons with the reload
property, you can reload them both at once as an action
during your turn.


***Mundane.*** For the purposes of varying uses of an Arcane Gun, any shot referred to as Mundane is a ranged weapon attack with a firearm, using normal ammunition, without an arcane shot or spell focused through the weapon.

***Explosive.*** Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

## Disclaimer

This is a MASSIVE work in progress, and my first ever homebrew... anything, really. I started writing this because I wanted a more magical gunslinger but none of the homebrews I found really fit what I wanted. I've done my best to balance this but I've yet to playtest it AT ALL, so feedback would be really appreciated. Thank you for taking the time to read this far!
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## Credits
* A lot of the inspiration for this comes from the Arcane Artillery PDF written by /u/ZowJr - The guide is insanely helpful and has so many different rules , variants, it really is a wonderful piece of kit. Go check it out! A lot of the rules and mechanics for this class comes from there. THIS IS NOT INTENDED TO REPLACE THE ARCANE ARTILLERY. This is a class that I've written intended to be played alongside the Arcane Artillery guide, I've simply carried across a lot of the mechanics so that they are also on the class sheet. 

* The **School of the Gunmage** Wizard Subclass on dandwiki was also a big inspiration for this, (there's nobody on the page to credit so I shall link it below!) but I felt that the subclass was just... not enough for me to build on. Also, I felt that the wording of Arcane Gun was ambiguous and have based my rewording on my interpretation of it. 
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https://www.dandwiki.com/wiki/School_of_the_Gunmage_(5e_Subclass)

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https://drive.google.com/drive/folders/0BwRBp4t9A8LbWTR4Rk9rdEF2NGM