The invention of firearms brought a whole new aspect to warfare and combat in
Chronan, with these novelty weapons being faster and deadlier than the old bows and crossbows. This diminished the importance of spellcasters, but there were expert gunsmiths that strived to combine the usability of modern firearms with the pure power of spells. Thus were invented the first maguns. Some rangers learned to wield them, infusing the technology with the magic they drew from the nature, and became known as
magunners.
Magunner Features
This archetype suits a ranger hailing from one of the capital cities of the Eight States of Chronan. They wield a special type of firearm known as a magun, that few others know how to utilize. It is recommended that a ranger aspiring to become a magunner chooses the Archery fighting style at 2nd level. The three legendary maguns listed in the
Steampunk Magic Items can replace the magunner's personal magun with a use of the
Magunsmith feature. There are rumors of a fourth legendary magun as well...
3rd level: Gun Magic, Magunsmith, Elemental Shots
7th level: Quickdraw
11th level: Charged Shot
15th level: Trigger Happy
Gun Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
3rd level: chromatic orb
5th level: ray of enfeeblement
9th level: counterspell
13th level: elemental bane
17th level: far step
Magunsmith
At 3rd level, you gain proficiency with tinker's tools. With tinker's tools at hand, you can spend 1 hour to transform a flintlock pistol into a special firearm called a
magun. If you ever lose the magun, you can repeat the process on a new flintlock pistol. The previous magun then loses its power and returns to a normal flintlock pistol. Wielding the magun requires attunement from you, and it cannot be used by anyone else. You can only ever wield one magun at a time. Most magunners prefer to name their personal maguns and add decorative details to them.
A magun is a one-handed firearm that has a range of 120 ft. (with no long range penalty) and can target one creature. It causes 1d10 force damage on a hit, and it creates its own ammunition. It's attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can choose to use Wisdom instead of Dexterity as the attack and damage bonus modifier. The magun can also act as your spellcasting focus.
Elemental Shots
Also at 3rd level, you can spend a spell slot of any level as a bonus action to infuse your magun with one of the following elements: acid, cold, fire, lightning, or thunder. The damage caused by the magun is changed into the chosen type for 1 minute.
Quickdraw
At 7th level, when you take the attack action with your magun, you can replace one of the two attacks with a spell (or a cantrip if you know one), using a spell slot to cast it as usual. The spell must have a casting time of 1 action.
Charged Shot
Starting at 11th level, you learn to use your magic to empower your magun. When you take the attack action with your magun, you can expend a spell slot to increase your attack bonus equal to the level of the spell slot, to a maximum of +5. If the charged shot hits, it deals extra damage equal to 1d10 for each spell slot level, to a maximum total of 6d10. The damage increases by 1d10 if the target is one of your favored enemy types, to a maximum total of 7d10. The extra damage is force damage, unless the
Elemental Shots feature was used on the magun on a prior turn.
Since charging the shot takes time, on the turn you use this feature you cannot use bonus actions, and you can only attack once with your attack action, and cannot use the
Quickdraw feature either.
Trigger Happy
At 15th level, you can attack three times, instead of twice, when you take the attack action using your magun. You can replace one of these attacks with a spell related to your
Quickdraw feature.
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