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Mad Shootist

Prerequisite: The Man with Two Guns is God feat, proficient in Arcana, character level 7th, access to a technology lab with at least 500 gp in components


Features

Hit Dice: 1d10 per mad shootist level.
Hit Points: 1d10 (or 6) + your Constitution modifier per logos level.

Inventive Gunnery (1st level). Choose a type of non-grenade firearm. You have invented a “blaster,” a modular arcano-scientific version of that weapon which is powered by an unstable energy matrix. You can craft this blaster or upgrade an existing firearm by spending one day and 500 gp in raw materials beyond the normal price of the weapon.

You can have your blaster use its normal method of firing, or you can have it fire force blasts. These are identical to normal rounds, except they deal force damage and can be fired limitlessly without requiring reloading. And they sound very futuristic.

The energy matrix of a blaster is very volatile, and while you know how to keep your weapons within limits, if anyone else fires one of your blasters, it begins to pulse, and then if you do not regain possession within three rounds, it releases a burst of force energy. Each creature within 15 feet takes 7d6 force damage. A successful Dexterity save (DC 15) reduces the damage by half.

A blaster discharge doesn’t damage the weapon, but does drain it. Restoring the energy matrix requires 50 gp in raw materials and eight hours’ work, but any enchantments and other modifications on the weapon survive. If one of your blasters discharges, it cascades through the energy matrix of every other blaster you’ve crafted, which drains those weapons too.

Autofire (1st level). With the flip of a switch, your blaster converts from firing a single shot to releasing a volley of smaller force bolts. When you make an attack with your blaster, you can choose to autofire. This deals damage equal to your Dexterity modifier to each creature within 5 feet of the space you targeted with your attack. If you hit your primary target this doesn’t add any damage, but if you miss and would normally deal no damage, the autofire instead deals this grazing damage. Creatures that have cover relative to you take no damage from autofire.

If you are 11th level or higher, increase this damage to 2 + your Dex modifier, and at 17th level to 4 + your Dex modifier.

If you use autofire, during your next turn your blaster is overheated and cannot fire normal blasts, but it can use other abilities like beam shot and mobility shot.

Beam Shot (1st level). During a long rest you can use the energy matrix of a blaster to refine latent elemental energy in the environment and charge three cartridges, which glow blue, and red, and yellow. The cartridges lose their charge within a day, making it impossible—barring further technological innovation—to stockpile such ammo.

As an action or bonus action you can load one of these cartridges into your blaster. The next shot with your blaster creates a beam of energy that sounds even more futuristic. The cartridge loses its charge after use, but can be recharged during your next long rest.

  • Freeze Ray. A creature you hit with this beam is restrained by encasing ice, and if the attack reduces them to 0 hit points it does not kill them. The restrained creature or one who can touch the ice can use its action to make a Strength check (DC 8 + your proficiency modifier + your Intelligence modifier) to free the creature. While the creature is restrained, it is vulnerable to the first attack that damages it. Thereafter the ice is broken and it is freed.
  • Shrink Ray. A creature you hit with this beam takes no damage but instead it shrinks by three size categories (gargantuan to huge, large, medium, small, tiny, and miniscule), it has disadvantage on Strength checks and saves, its speed is halved, and it deals half damage with its non-spell attacks. If it is reduced below Tiny, it instead deals only 1 damage with its non-spell attacks, and its speed is reduced to 5 ft. If the creature is incapacitated , it remains shrunk for one hour. Otherwise, it returns to its original size at the end of your next turn. At the Narrator’s discretion, other effects may apply.
  • Wave Beam. This beam oscillates with visible peaks and troughs, ignoring static, inanimate objects and covering a wide enough area that you only need to aim in approximately the right spot. Your shot ignores cover and concealment . A creature struck by this shot takes an extra 1d10 damage. This increases to 2d10 if you  are 11th level, and 3d10 at 17th level.

Kinetic Repulse (2nd level). You can spend a bonus action to activate an arctech kinetic shield, which surrounds you until the start of your next turn. It grants you resistance to all damage except psychic damage. Track how much damage is prevented this way. On your next turn, when your blaster deals damage to a creature, you can have it deal extra damage equal to how much the shield blocked, to a maximum of 20 extra damage. This repulsed energy can only damage one creature, even if you hit multiple with the same attack.

After you use this ability, you cannot use it again until you complete a short or long rest .

When you reach third level, you do not have to spend a bonus action to activate this ability.

Mobility Shot (2nd level). You can fire an electrical grapple from your blaster as a bonus action. You target a solid anchor point at least 5 feet across within 30 feet and then fire a grapple beam. You can use your movement to pull yourself to that location and hang (so if you’re 20 feet away, it takes 20 feet of movement), or you can use it as the anchor point of a swing, so if you make a long jump you can add up to the length of your beam to the distance you jump (at the Narrator’s discretion). You can keep the grapple shot engaged as long as you want, but once you release it, it takes 5 minutes to recharge. While the grapple beam is engaged, you cannot fire your blaster.

If the anchor moves, the beam disengages. The grapple cannot damage creatures.

Rocket Launcher (2nd level). After a long rest, you can create up to five rockets. Like beam shot cartridges, they destabilize after a day. Similar to an alchemical launcher, you can load a rocket as an action, and they function as grenades with your blaster’s range and attack bonus.

Hyper Beam (3rd level). Instead of having your blaster overheat after using autofire, you can choose to have it use that unstable energy to charge a hyperbeam. On your next turn as an action you can unleash a 5-foot-wide beam out to the weapon’s maximum range. Make an attack roll against every creature in that line, and roll damage once to apply to all the targets. You also deal autofire damage to every creature within 5 feet of that line, and to any creature in the line that you miss with your attack roll. If you loaded a
beam shot charge, all these attacks are with the chosen beam. After this hyper shot, your blaster is depleted for five minutes.