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.
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.
At 3rd level, you learn magical theory or some of the secrets of nature—typical for practitioners of this fellian 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 mending cantrip.
Starting at 7th level, you learn how to direct an errant bullet toward a new target. When you make an attack roll with a bullet and miss, you can use a bonus action to re-roll the attack roll against a different target within 60 feet of the original target.
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 Shot Options
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 equals 8 + your proficiency bonus + your Intelligence modifier.
Banishing Bullet. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the bullet 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 bullet hits it.
Beguiling Bullet. Your enchantment magic causes this bullet to temporarily beguile its target. The creature hit by the bullet 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 at— tacks 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 Bullet. You imbue your bullet with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the bullet 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 Bullet. You weave necromantic magic into your bullet. The creature hit by the bullet 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 Bullet. When this bullet strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the bullet takes an extra 2(16 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 Bullet. You use transmutation magic to give your bullet an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the bullet shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The bullet 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 bullet, 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 Bullet. Using divination magic, you grant your bullet 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 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. Otherwise, the bullet disappears after traveling as far as it can. On a failed save, the target 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 fees vision with shadows. The creature hit by the bullet 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.