Arcane Gunner

Spell Level
 5th | Calder’s Ray of Decay, Conjure Volley

## **Arcane Gunner Features**

### Deadeye

At 1st level, you gain a special device that allows you to cast magic through a mechanical focus called an Arma, which resembles a pistol. Spells and cantrips with a range of at least 5 feet and require attack rolls have their range changed to 150 feet when you cast through this focus. Additionally, you ignore the benefits of half and ¾ cover for the purposes of these spells. Finally, this arma can also be used as a revolver with which you are proficient. You can use your Charisma modifier instead of your Dexterity modifier for attack and damage rolls.

You also gain True Strike as a cantrip. This does not count against the number of cantrips known.

### Cartridges

Also at 1st level, you learn how to construct your spells differently from most others. You learn twice as many spells as the Warlock class table says you do. However, like a wizard, you must choose which spells you will have for the day. You prepare a number of spells equal to half of your Warlock level (rounded up) + your Charisma modifier.

Additionally, your Arcane Gunner Expanded Spells are always prepared and don’t count against the total number of Warlock spells you can have prepared.

### Weak Point

Starting at 6th level, exploitation of an enemy lets you use your magic more potently. Once per turn, when you make an attack roll as part of a spell that deals damage (this can include attack rolls made with ammunition that was enchanted by spells like *lightning arrow*), and you have advantage on the attack roll, you deal an extra 1d6 of damage that the spell already deals. If the spell deals multiple types of damage, choose one type.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t Incapacitated, and you don’t have disadvantage on the attack roll.

The extra damage increases by 1d6 every three levels after, at 9th, 12th, 15th, and 18th, to a maximum of 5d6.

### High Velocity Round

Starting at 10th level, the speed at which your spells travel is unparalleled. Once per short rest, you can treat a spell that you can cast through your arma as if its range is a 150 foot line. You may choose two creatures in this line and make attack rolls against them. If you hit, they are affected by the spell as normal.

### Eldritch Rifling

Starting at 14th level, your precision becomes unmatched and nothing can escape your sight. Spells that benefit from Deadeye double their range. Additionally, you can cast True Strike as a bonus action.

## **Pacts**

### Pact of the Pistolero

·        Your patron gives you two pistol arma, which now have the light property. When you take an attack action to shoot with one of the arma, you may use a bonus action to attack again with the other one.

·        When you cast a spell using an arma as a focus, you may use a bonus action to make a normal attack with the other one. You may do this a number of times equal to your proficiency bonus. You regain these uses after a short rest.

### Pact of the Sniper

·        Your patron gives you an arma that resembles a longarm. The arma now is treated as a rifle while making an attack action with it. Additionally, your spells now have a range of 300 feet instead of 150.

·        When you hit with a ranged spell attack, you can choose to deal additional piercing damage equal to 1d10 + your Charisma modifier. You can do this a number of times equal to your proficiency bonus. You regain these uses after a short rest.

## **Invocations**

### Alchemical Gunpowder

##### Prerequisite: *Arcane Gunner*

You make a few mundane rounds at the beginning of each short rest along with your spells. After regaining spell slots, you get 6 bullets for your Arma. They have a range of 150/600 when fired from your Arma, and they deal 1d12 piercing damage.

### Akimbo Aiming

##### Prerequisite: *12th level, Pact of the Pistolero*

When you use High Velocity Round, you can instead choose any two targets within 150 feet rather than in a line. Alternatively, you can aim both arma at the same target. If you do so, the spell gains advantage on the attack or the target gains disadvantage on the initial saving throw, if it has one.

### Fallback Plan

##### Prerequisite: *Pact of the Pistolero*

When you miss while making a ranged spell attack while using your arma as a focus, you can channel the remnant energy to take a second chance. You can target another creature within range with the same spell as part of the same action without expending a spell slot.

### Infused Bullets

##### Prerequisite: *5th level, Alchemical Gunpowder*

When you create your bullets, you enchant them with some of your arcane know-how. The bullets are treated as +1 bullets.

You also learn *Lightning Arrow* and always have it prepared.

### Primed Ammo

##### Prerequisite: *5th level*

Your weapon becomes tailored for spells of all sorts. Any spell that designates a single target, or spell with a range of touch that requires an attack roll, can be cast through your Arma and gains a range of 150 feet, unless the spell’s normal range is larger.

### Rapid Fire

##### Prerequisite: *5th level, Arcane Gunner*

You can make a second attack when using an attack action with an arma.

### Secondary Preparation

##### Prerequisite: *9th level, Fallback Plan*

When a creature succeeds on a saving throw against a spell that you cast while using your arma as a focus, and the only target was that creature, you use what you’ve learned to try again. You can target another creature within range with the same spell as part of the same action without expending a spell slot.

## **Spells**

#### Mechanism of Mechanus

Level: 3

Casting Time: 1 bonus action

Range: Self

Components: VS

School: Conjuratoin

Duration: 1 minute, concentration

A small, autonomous turret appears on your shoulder, its barrel aiming exactly where you look. When you cast this spell, you may make a ranged spell attack against a creature within 60 feet of you. On a hit, the target takes 1d10 + your spellcasting modifier of force damage. As a bonus action on your turn, you can repeat the attack against a creature within 60 feet of it.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for every two slot levels above 3rd.

#### Tyquil’s Thyrluminance

Level: 4

Casting Time: 1 action

Range: 60 feet

Components: VS

School: Evocation

Duration: Instantaneous

           A brilliantly glowing projectile launches itself a target within range, illuminating it. Make a ranged spell attack against the target. On a hit, the target takes 8d6 of force damage and they begin to glow, giving off 5 feet of bright light and 5 feet of dim light beyond that. At the end of your next turn, the light bursts outward. You may split temporary hit points amongst the creatures within 30 feet of the creature when the light bursts, up to a total equal to half the damage you dealt with this spell. If the creature dies before the end of your next turn, the total temporary hit points may be up to the total damage rather than half.

#### Calder’s Ray of Decay

Level: 5

Casting Time: 1 action

Range: 60 feet

Components: VS

School: Necromancy

Duration: 1 minute, concentration

You shoot a beam of deathly energy that gives off an unsettling aura at a creature within range. Make a ranged spell attack against the target. On a hit, the creature is dealt 3d6 necrotic damage. Additionally, at the end of each of their turns, they emit an aura of rot. Creatures that are friendly to the target within 15 feet of the creature (including itself) must make a Constitution saving throw, taking 3d6 necrotic damage on a failed save or half as much on a successful one. On a miss, this aura occurs once immediately and the spell ends.

**At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for every slot level above 5th.