Kevkus Homebrew
Level 3: Quickdraw
You are fast as lightning in a shootout. You can draw and stow up to two weapons when you roll initiative and whenever you take an action on your turn. Additionally, you do not need a free hand to reload weapons with the loading or reload properties and can do so as an interaction.
Level 3: High-Roller
The critical hit range for your attacks made with firearms is modified by your Proficiency Bonus, up to a critical hit on a roll of 14-20.
Additionally, the misfire value of all your firearms is increased by half your Proficiency Bonus (rounded up), up to a maximum of +3.
Level 7: Run-and-Gun
As a bonus action during your turn you can choose to roll away from danger you can see. If you do so, you can move exactly 10 feet as a bonus action provided there is no obstacle like objects, creatures or walls in the direction you chose. You ignore any opportunity attacks that would normally occur and receive no penalties for moving through difficult terrain in this way.
Additionally, you can make a melee weapon attacks with weapons that have the firearm property as a bonus action. You are considered proficient when attacking this way and on a successful hit you deal 1d4 bludgeoning damage and your ranged weapon attacks against that target don't have disadvantage due to being too close until the end of your turn.
Level 10: Overwatch
You can use your action to focus a number of creatures and assume a reactive stance to gain a number of reactions equal to the amount of attacks you could perform when you take the Attack action. These additional reactions can only be used to take the Attack action as described in this feat.
Until the start of your next turn, if one of your targeted creatures makes a weapon attack against another target than yourself, casts a spell, or moves into or within your firearm's weapon range, you can immediately make an attack roll against it. On a hit, the following effects are imposed in addition to the attack's normal effects before the result of the creature's taken action is resolved.
- If the attack was triggered by the target's movement, it must make a Constitution saving throw. On a failed save, its movement speed is reduced by 10 feet until the start of it's next turn.
- If the attack was triggered by the creature making a weapon or spell attack, it must make a Constitution saving throw. On a failed save, it has disadvantage on attack rolls until the start of it's next turn.
- If the attack was triggered by the creature forcing a saving throw, it must make a Constitution save. On a failed save, the target(s) of the saving throw have advantage to resist the effects.
You use your Combat Superiority DC for these effects.
Level 15: Final Stand
When you are reduced to 0 hit points and don’t die outright, you can make an attack roll at an enemy before you fall unconscious. If the attack hits, you gain hit points equal to 1d12 + your Fighter level. Once you use this feature, you cannot use it again until you complete a short or long rest.
Level 18: The Wild West
You are the pinnacle of a gunslinger and can reliably call your shots. Before you make an attack roll you can declare this attack to be a critical hit. This attack bypasses any effects that would effect whether or not you would critically hit your target.
Once you use this feature, you cannot use it again until you complete a short or long rest or spend a use of your second wind to instantly regain the use of feature.
An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
Level 3: Arcane Archer Lore
You learn magical theory or some of the secrets of nature—typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip.
Level 3: Arcane Shot
You learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see "Arcane Shot Options" below).
Once per turn when you fire an arrow from a bow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn't involve an attack roll. You have a number of uses of this ability equal to your Proficiency Bonus, and you regain all expended uses of it when you finish a short or long rest.
You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.
Arcane Shot Options^XGE^
The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.
If an option requires a saving throw, your Arcane Shot save DC is calculated as follows:
Arcane Shot save DC = 8 + Intelligence modifier + Proficiency Bonus
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- Banishing Arrow
You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target's speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
- Beguiling Arrow
Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.
The psychic damage increases to 4d6 when you reach 18th level in this class.
- Bursting Arrow
You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.
The force damage increases to 4d6 when you reach 18th level in this class.
- Enfeebling Arrow
You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
The necrotic damage increases to 4d6 when you reach 18th level in this class.
- Grasping Arrow
When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.
- Piercing Arrow
You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
The piercing damage increases to 2d6 when you reach 18th level in this class.
- Seeking Arrow
Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon's range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location.
The force damage increases to 2d6 when you reach 18th level in this class.
- Shadow Arrow
You weave illusion magic into your arrow, causing it to occlude your foe's vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Level 7: Magic Arrow
You gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a bow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.
Level 10: Curving Shot
You learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
Level 15: Ever-Ready Shot
Your magical archery is available whenever battle starts. You can expend one of your Superiority Die to use your Arcane Shot feature if you have no uses of it left.
Level 18: Fusion Shot
Your mastery allows you to intertwine your magic for a potent attack. You can choose to apply two Arcane Shots options with one attack. You can use this feature once before you need to finish a short or long rest.