Mystic Gunner Smirking with delight, a half-elf sends darts of energy through a small revolver that peppers into the dragon. She ducks behind a large rock as she readies another shot, and a second passes before the crackle of lightning is heard followed by a loud shockwave as the dragon crashes to the dirt. A kobold loads another shot of his rifle as arcane energy forces through it, leaving nothing but a smoking hole in the head of his target. The recoil is sparse, but still present as his shoulder quakes and another creature gains a new hole in their head. Rays of pure flame shoot in all directions, laying waste to the goblin camp. An old elf wrapped in an orange scarf smiles and clutches the amulet around his neck as smoke billows off the reddened end of his rifle. Mystic Gunners use skill, cunning, and --most importantly-- guns. Through the relatively new invention of firearms, practitioners of the arcane have found a healthy mix between brute force and magical technique. Mystic Gunners fire rifles or pistols without using real bullets, but instead channeling magical energy through it by using shards of arcane focuses. Most Mystic Gunners come from Efroud City, where it was originally created as an alternate use of arcane focuses. However, it soon became its own form of spellcasting. Trained Shot A mystic gunner is closely tied to their weapon and the technique they used to cast certain spells. Through years of training and constant failure, mystic gunners have become the paragon of precision with a firearm. Some have trained for years before they were allowed to learn the ways of the arcane and how it can be used in tandem with their weapons. Unlike spellcasters such as Sorcerers or Wizards, Mystic Gunners specialise in taking a hit and then returning that damage in full. Meticulous Training Mystic Gunners choose what they want to specialise in well before they have reached thier zenith. This training has made them very tactical in their thinking, no matter the scenario. Certain mystic gunners even go as far as to making sure that the only words they speak are the verbal components for their spells. N/A

The Mystic Gunner Level Proficiency Bonus Features Cantrips Known Spells Known Useable Focus Bullets Bullet Level 1st +2 Spellslinging, Healing Shot 2 2 2 1st 2nd +2 Combatant's Asset 2 3 2 1st 3rd +2 Mystic Gunner Zenith, 2 4 2 2nd 4th +2 Ability Score Improvement 2 5 2 2nd 5th +3 2 6 3 3rd 6th +3 Ricochet Magery (2) 7 3 3 3rd 7th +3 Zenith Feature 2 8 3 4th 8th +3 Ability Score Improvement 2 9 3 4th 9th +4 2 10 3 5th 10th +4 Full Magic Jacket, Ricochet Magery (3) 3 10 4 5th 11th +4 3 11 4 5th 12th +4 Ability Score Improvement 3 11 4 6th 13th +5 Imprint of the Marksman 3 12 4 6th 14th +5 Overload 4 12 4 6th 15th +5 Zenith Feature 4 13 4 6th 16th +5 Ability Score Improvement 4 13 5 6th 17th +6 Ricochet Magery (4) 4 14 5 6th 18th +6 Mystical Examination 4 14 5 6th 19th +6 Ability Score Improvement 4 15 6 6th 20th +6 Zenith Feature 4 15 6 6th Creating a Mystic Gunner When you create an arcane gunner, think about why your character decided to specialise in firearm based magic and not regular wizardry. Were they born into a family of Efroud City knights? Did they find the weapon and decide that they wanted more flair with their spellcasting? Quick Build You can make an arcane gunner quickly by following these recommendations. Firstly, make Dexterity your highest ability score, followed by Intelligence or Wisdom based on which subclass you plan on choosing. Then, choose the Soldier background. Class Features As a Mystic Gunner, you gain the following features Hit Points Hit Dice: 1d8

1d8 Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Mystic Gunner level after 1st Proficiencies Armour: light armour

light armour Weapons: one-handed firearms, daggers, sickles, handaxes, light hammer

one-handed firearms, daggers, sickles, handaxes, light hammer Tools: smith's tools, tinker's tools Saving Throws: Dexterity, Intelligence

Dexterity, Intelligence Skills: Choose two from Acrobatics, Perception, Survival, Deception, Arcana, Intimidation, and Insight Equipment You start with the following equipment, in addition to any equipment granted by your background: (a) two light hammers or (b) padded armour

(a) a dagger or (b) a handaxe

(a) a scholar's pack or (b) an explorer's pack

(a) a pistol and 20 bullets or (b) a revolver and 20 bullets Alternatively, you can ignore the equipment here and in your background, and buy 4d4 x 10 gp worth of equipment. N/A

Spellslingning Years of training in the ways of artillery and the arcane have left you with the ability to cast spells with a special technique. Cantrips You know two cantrips of your choice from the mystic gunner spell list. You learn additional mystic gunner cantrips of your choice at higher levels, as shown in the Cantrips Known section of the mystic gunner table. Focus Bullets The Mystic Gunner table shows how many focus bullets you can use to cast your mystic gunner spells of 1st through 6th level. Your table also shows what the level of those bullets are; all your focus bullets are the same level. To cast one of your mystic gunner spells of 1st level or higher, you must fire off one of your focus bullets, which is destroyed after use. You can create more focus bullets to replace the used ones after a short or long rest. For example, when you are 8th level, you have three 4th level focus bullets. To cast the 1st level spell notus strike, you must fire one of those bullets, and you cast it as a 4th level spell. Spells Known At 1st level, you know two 1st-level spells of your choice from the mystic gunner spell list. The Spells Known column of the mystic gunner table shows when you learn more mystic gunner spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Bullet Level column for your level. When you reach 6th level, for example, you learn a new mystic gunner spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the mystic gunner spells you know and replace it with another spell from the mystic gunner spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Dexterity is your spellcasting ability for your mystic gunner spells, so you use your Dexterity whenever a spell refers to your spellcasting ability. In addition, you use your Dexterity modifier when setting the saving throw DC for a mystic gunner spell you cast a when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Dexterity modifier

Spell attack modifier = your proficiency your + Dexterity modifier Making Focus Bullets Focus bullets are shards of an arcane focus that are shot from your firearm. These bullets are what you channel your magic through. This action requires a short rest. The following focuses can make the following amount of bullets: Arcane Focus Bullet Amount Crystal 10 Orb 25 Rod 10 (rifles only) Staff 5 (rifles only) Wand 10 Variant Bullets If you don't want use arcane foucses to make your bullets, you can also buy a specialised component pouch. These pouches contain bullet casing that have the material components within them. These bullets can be used for spells that specify the material components being anything but a focus bullet. Healing Shot Beginning at 1st level, you gain the ability to fire off one of your focus bullets as a bonus action to heal a creature of your choice, excluding yourself, hit points equal to 1d8 + your Mystic Gunner level. Once you use this feature, you must finish a long rest to use it again. N/A

Combatant's Asset At 2nd level, your advanced training has taught you ways to extend your abilities to greater levels with help from a few magical tricks. You gain one of the following features of your choice: Combatant's Scope You learn how to extend the range of your spells through mystical means. When you gain this asset, the range of your cantrips are doubled and ignore half cover. The scope manifest itself in front of your eyes as a circle containing a series of magical runes around it. If you can see the target due to darkness or blindness, then you can make a Wisdom (Perception) check using one of your other senses and can make the shot with disadvantage. Combatant's Silencer Cantrips that you cast do not require verbal or somatic components. Combatant's Blade You gain the ability to create a translucent weapon on the end of your firearm. As an action a blade that resembles a magic missile forms at the end of your firearm and acts as a sort of bayonet. When you create this blade, you can use your bonus action to make a melee attack with it or you can fire it off as a shot. The weapon deals 2d6 force or psychic damage (your choice). This blade must be resummoned after it is either fired off or comes in contact with the shield spell. Combatant's Incendiary Your training has granted you the ability to turn your focus bullets into high-octane explosives. When you gain this asset, you can use your focus bullets and throw them out to 30 feet. Any creature within 15 feet of the bullet must succeed on a Dexterity saving throw against your spell save DC or take 2d8 fire damage and be stunned until the end of your next turn. This feature does not affect the number of focus bullets used to cast spells unless you do not have any extra. Grand Zenith When you reach 3rd level, you have become the pinnacle of your training and are prepared to refine your craft. Now you choose from the list of available zeniths. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include an expanded spell list and the Specialised Shot feature. Expanded Spell List Each zenith has its own expanded spell list. This feature allows you to learn spells that are not apart of the mystic gunner spell list. These spells are nonetheless mystic gunner spells. Specialised Shot Your zenith allows you tailor your attacks to fit your style of spellslinging. Each Specialised Shot option provided by your zenith explains how to use it. You can use your Specialised Shot twice before you must take a short or long rest to use it again.. Any Specialised Shot effects that require a saving throw uses your mystic gunner spell save DC. Ability Score Improvement When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability above 20 using this feature. If your DM allows feats, you may instead take a feat. Ricochet Magery (2 / rest) Starting at 6th level, you learn how to make sure that even if you don't hit your intended target, then you can at least hit something. When you miss with a cantrip that requires an attack roll, you can use your reaction to cause the spell the jump to another creature within 10 feet of the original target. When you do this you must make a new attack roll with a -2 penalty; the spell fades if you miss. You can use this feature twice before you must complete a short or long rest. You get additional uses at 10th level and 17th level. Grand Zenith Feature At 7th level, you gain a feature granted to you by your Grand Zenith. Ability Score Improvement When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability above 20 using this feature. If your DM allows feats, you may instead take a feat. Full Magic Jacket At 10th level, you have further enhanced your spells to force their way into your enemies. When you gain this feature, you can use your bonus action to infuse one of your focus bullets with a ghostly property. The bullet phases through any physical armour that your target may have, causing the spell to instead become a Dexterity saving throw. The target takes an additional 2d6 force damage on a failed save or half us much on a successful one. N/A

Ricochet Magery (3 / rest) At 10th level, you increase the number of uses of your Ricochet Magery ability. Ability Score Increase When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability above 20 using this feature. If your DM allows feats, you may instead take a feat. Imprint of the Marksman Upon reaching 13th level, you have learned to lock on to those who would oppose the laws set by the chancellor of Efroud City. As an action, you can force any enemies that you see to become sluggish and lose the ability to hide from the eyes of justice. Up to 3 creatures you can see and have made at least one attack against must make a Wisdom saving throw or have their movement speed halved, and be coated in a shimmering aura whenever they are within 300 feet of you for 1d6 days. Each creature can make this save again at the end of their turn. You can use this ability a number of times equal to your Wisdom modifier (minimum of 1) before you must complete a long rest to use it again Overload At 14th level, you can force an extra focus bullet (no spell slot cost) into your weapon to multiply the effect of your spells. By using any spare focus bullets you have, you can choose one of the following options to punish your foes: Scatter You cause the bullet to break off into several pieces, spreading the effect across multiple targets. Each creature within a 30-foot sphere around the bullet must make a Dexterity saving throw or take the damage (this can affect up to four creatures). For this option, you roll damage and divide it among the number of creatures affected. Multiply You fire off two shots at the same time of a spell that doesn't have a range of self and is incapable of targeting more than one creature. The bullet deviates from the other but channels the magic nonetheless. The spell now targets a second creature. High Caliber You cause the bullet to explode out from the barrel, causing the spells damage to be amplified. When you use this Overload, you add twice your spellcasting modifier to the damage. Bombard You slowly attack with each tiny shock of your spell. When you use this Overload option, you roll a separate attack for every two damage dice. Bombard can't be used if the spell targets multiple creatures. N/A

Grand Zenith Feature At 15th level, you gain a feature granted to you by your Grand Zenith. Ability Score Increase When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability above 20 using this feature. If your DM allows feats, you may instead take a feat. Ricochet Magery (4 / rest) At 17th level, you increase the number of uses of your Ricochet Magery ability. Mystical Examination Upon reaching 18th level, you gain the ability to

decipher the capabilities of creatures around you.

As an action, you can connect your mind to the

weave to peer into the essence that makes up other

creatures within 70 feet of you. By spending a full

round focusing on a creature that has any magical

abilities-- innate, learned, or item based--

you reveal details about the creature.

Choose one of the following pieces

of information:

armor class,

current hit points,

damage

immunities,

damage

resistances,

damage

vulnerabilities, or

enchantments.

The DM must

share with you the requested

information (enchantments reveals

any spells that are currently affecting

the target creature, such as bless or

haste). This ability last for 1 minute and you

can swap which creature you are

focusing on. However, if you switch

before you have finished learning what

you were looking for, the creature is

alerted to your presence if they were

not already. You also take piercing damage

equal to 5 x the number of creatures

you examined after the effect ends. This feature cannot be used again until the next dawn. Ability Score Increase When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability above 20 using this feature. If your DM allows feats, you may instead take a feat. Grand Zenith Feature At 20th level, you gain a feature granted to you by your Grand Zenith. N/A

Grand Zeniths Efroud City trains their guards in various forms of spellslinging to suit just about every situation. These guards use their abilities whenever they are needed and swear to never aim their weapons at civilians. However, other Mystic Gunners learned their tactics outside of the capital. Zenith of the Hulking Some mystic gunners are trained to use stronger artillery. They are usually the last line of defense for Efroud City. Expanded Spell List You training under this zenith allows you to choose from an expanded list of spells when you learn a mystic gunner spell. The following spells are added to the mystic gunner spell list for you. Hulking Expanded Spell List Spell Level Spells 1st Alarm, Mage Armour 2nd Enhance Ability, Arcane Lock 3rd Beacon of Hope, Blinding Smite 4th Stoneskin, Dominate Beast 5th Skill Empowerment, Circle of Power 6th Forbiddance, Tenser's Transformation Specialised Shot: Release After you hit with a spell using a focus bullet of 1st level or higher, you can magically force the bullet to stay in the target. As a bonus action, you can cause the shard to surge with energy, dealing 1d6 fire damage to the creature. You lose your tie with the shard once you surge power through it or if you do not use it within a minute of it being in the creature. Artillery When youc choose this zenith at 3rd level, you learn how to use two-handed firearms and can empower your spells because of them. Due to the speed at which the bullets travel, your magic channels through the focus shards at a delay. Whenever you hit with a spell, the target takes an additional 1d4 piercing damage. Force of Nature At 7th level, any attack you make is equal to that of a seige weapon. You deal twice as much damage to objects and structures. Iron Gut At 15th level, you gain proficiency in Constitution saving throws, and have advantage on saving throws against poison. Hefty Heater At 20th level, as an action, you can transform your rifle into a handheld cannon. The cannon transforms your focus bullets into a full arcane focus that you can fire shots through for 1 minute. The cannon has the following properties: You add your spellcasting modifier to the damage of fire based spells

You can cast spells at 7th level through the cannon

You can use all the magical energy within it to fire a large beam of energy in a straight line that can only be stopped by effects that stop magical flow all together. The beam deals 8d8 force damage on impact and throws the creature 30 feet back if they fail a Constitution saving throw. You must complete a long rest before you can use this feature again. Zenith of the Quick Draw The vast majority of mystic gunners from the Capital train under this zenith as it is the most useful for infiltration or as roaming guards. Expanded Spell List You training under this zenith allows you to choose from an expanded list of spells when you learn a mystic gunner spell. The following spells are added to the mystic gunner spell list for you. Quick Draw Expanded Spell List Spell Level Spells 1st Charm Person, Longstrider 2nd Pass Without a Trace, Misty Step 3rd Haste, Sending 4th Freedom of Movement, Halucanitory Terrain 5th Far Step, Planar Binding 6th True Seeing, Wind Walk Specialised Shot: Accelerate You drain all movement from your body (reducing it to 0) to cause your bullets to move at incredible speeds that carry creatures with it. When your spell hits the target, it is pushed away equal to your movement speed. Quickened Self When you choose this zenith at 3rd level, you perfect the use of light weaponry. You gain the following benefits: Your walking speed permanenetly increases by 5 feet

As a bonus action, you can fire a dart of energy at after attacking as your action. The dart deals 1d4 magical piercing damage Fey's Kiss At 7th level, you gain the ability to grant your speed to others. By giving a simple peck of the forehead. When you gran this ability to a creature, a small symbol appears on thier head; a sun for allies and a moon for enemies. The sun doubles the creature's speed for 1d4 rounds, and the moon halves the creature's speed for 1d4 rounds. Velocity of the Night At 15th level, you can use your bonus action to dash if you are in dim light and your speed is doubled while in darkness. N/A

Phantasmal Shooting Gallery At 20th level, as an action, you create four spectral copies of your gun. The copies can cast one spell without requiring a focus bullet before it dissapears (cantrips can be cast an unlimited amount of times). The guns can be be moved up to twice your walking speed away, before they transport back to you, by sacrificing your movement for that round. Alternatively, whenever you cast magical missle from your normal gun, you can use your bonus action to fire an extra dart from each of them, the darts instead deal 1d8 + 1 force damage. Zenith of the Union Of course there is a darker side to the technique, one that focuses more on psionics than arcane magic. This zenith was developed by practitioners of the ancient magic of psionics. Expanded Spell List You training under this zenith allows you to choose from an expanded list of spells when you learn a mystic gunner spell. The following spells are added to the mystic gunner spell list for you. Union Expanded Spell List Spell Level Spells 1st Cure Wounds, Dissonant Whispers 2nd Calm Emotions, Hold Person 3rd Clairvoyance, Mass Healing Word 4th Confusion, Dominate Person 5th Modify Memory, Geas 6th Mental Prison, Heal Specialised Shot: Control After you hit with a spell using a focus bullet of 1st level or higher, you can channel your will throught the bullet after it hits. As a bonus action, you force the target to make a Wisdom saving throw. On a failure, the target listens to anything you say until the end of thier next turn. You lose your tie with the shard once your psionic energy is channeled through it or if it is not used within 1 minute of it being shot. Flayer Versatility You learn Deep Speech and can read Qualith. Mental Apetite When you choose this zenith at 3rd level, you gain an unsavory hunger for the mind of other creatures. This feature grants you a new sense called Psychovision out to a range of 30 feet. This sense allows you to see the psionic energy that eminates from the creatures around you. If you see the energy of a creature that has an Intelligence of 20 or higher, you must make a Wisdom saving throw or take 4 necrotic damage at the end of each of your turns as you are overcome with starvation until you consume something. Once you have detected the energy of a creature with an Intelligence this high more than once, you no longer become hungry from that creature. Transparent Psyche At 7th level, you further increase your psionci capabilities, allowing you to peer farther into the mind of others. You can cast detect thoughts at will, requiring no material or somatic components. Disruption At 15th level, you have refined your Specialised Shot to pack a real punch. Whenever a creature that has been affected by your Specialised Shot attempts to cast a spell, you can send a shot through their nerves. As a reaction, you force the creature to make a Constitution saving throw or take 1d10 psychic damage and dispel the effect. Psionic Assimilation At 20th level, you have truly perfected your craft and can perform the most powerful form of psionics: the hive mind ability. As an action, you can expend up to 4 focus bullets. Make an melee spell attack for each bullet. If a bullet hits, it sinks into the creatures neck, leaving no way for them to resist your will. For 1 minute, you have complete control over each creatures actions. If one of the creatures dies while under your control, you take 4d4 psychic damage must make a Constitution saving throw to hold control over the others (DC = the damage taken). You can also spend a full round to channel all of your available energy through a creature, causing them to explode outward in large purple flames. Any creature within 30 feet of the creature must make a Dexterity saving throw or take 4d8 fire damage and 2d10 psychic damage and you gain a level of exhaustion. You can only foucus on one creature per round.