Hexgunner

Arcane Bullet

When you choose this archetype at 3rd level, you gain the ability to infuse bullets with magic. Whenever you fire a nonmagical bullet from a firearm, you can make it a magic bullet, with a +1 bonus to the attack and damage rolls. The magic fades from the bullet immediately after it hits or misses its target.

Arcane Shot.

At 3rd level, you learn to unleash special magical effect with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see the “Arcane Shots Options” sections below).
Once per turn when you fire a magic bullet from a firearm as part of the attack action, you may spend 1 grit and you can apply one of your Arcane Shot options to that bullet. You decide to use the option when the bullet hits, unless the option doesn’t involve an attack roll.
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 gunslinger.

Hex Lore

At 3rd level, you learn magical theory or some of the secrets of nature-typical for practitioners of this martial tradition. You gain proficiency in either the Arcana or Nature skill.

Ever-Ready Firearms

Starting at 7th level, you learn how to direct an errant bullet toward a new target. When you make an attack roll with a magic bullet and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Deadly Bullet

At 15th level, your magical archery is ever available to you when you need it most. If you roll initiative and have no Grit points remaining, you regain 2 Grit points.


Arcane Shots

The Arcane Bullet feature lets you choose Arcane Shot options at certain levels. The options are presented her in alphabetical order.
These are all magical effects.

Banishing Bullet. You use abjuration magic to try to temporarily banish your target to a harmless location in on another plane. If the bullet hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its 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 bullet hits it.

Brute Bane Bullet. You weave necromantic magic into your bullet. If the bullet hits a creature, the target takes an extra 2d6 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.
The necrotic damage increases to 4d6 when you reach 18th level in this class.

Bursting Bullet. You imbue your bullet with a blast of force energy drawn from the School of Evocation. If the bullet hits a creature, the target and each creature within 10 feet of it also take 2d6 force damage each.
The force damage increases to 4d6 when you reach 18th level in this class.

Grasping Bullet. When this bullet strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the bullet hits a creature, the target 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 and slashing damage both increase to 4d6 when you reach 18th level in this class.

Mind-Scrambling Bullet. Your enchantment magic causes this bullet to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the bullet hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.
The psychic damage increases to 4d6 when you reach 18th level in this class.

Piercing Bullet. 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 bullet fires forward in a line that 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 target takes damage as if it were hit by the bullet, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
The piercing damage increase by 2d6 when you reach 18th level in this class.

Seeking Bullet. Using divination magic, you grant your arrow the ability to seek out your target, allowing the bullet to curve and twist its path in search of its prey. 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 bullet 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 bullet to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the bullet, 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 Bullet. You weave illusion magic into your bullet, causing it to occlude your foes’s vision within grasping shadows. If the bullet hits a creature, the target 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.

Hexgunner

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