Gunsage

The Gunsage

Every problem has a solution. Sometimes, that solution just needs to travel at extreme velocity, powered by a volatile crystal, and you pray it doesn't take your arm with it.

Class Role:

  • Primary Role: Ranged Damage (High Impact, Consequential), Battlefield Control (Elemental Hazards)
  • Secondary Role: Arcane Engineering, Resource Procurement, Risk Management
  • Core Abilities: Elemental-Firearm Mastery, Calculated Instability, Leyline Exploitation
  • Primary Stats: Dexterity (for attacks), Intelligence (for engineering, understanding risk)
  • Hit Die: d8

Class Premise: Gunsages are the daring, often reckless, pioneers of Novendragos's elemental-firearms—weapons that channel raw elemental energy directly from volatile dragocite cores. They are not merely marksmen; they are arcane engineers who understand the intricate physics of projectile motion, the volatile properties of elemental charges, and the subtle art of pushing primordial power to its breaking point. Their craft is inherently perilous; every shot is a calculated gamble with forces that can reshape the land. Gunsages are rare, often operating on the fringes of society or within highly specialized, secretive military units like the Drakemetal Vanguard. Their very existence challenges the Chiryu Sovereignty's control over advanced technology, and their volatile methods risk attracting the attention of both powerful Dragon Overlords and the insidious azhra cults who seek to unleash chaos.

Core Gunsage Traits

TraitDescription
Primary AbilitiesDexterity, Intelligence
Hit Point Die1d8 per Gunsage level
Saving Throw ProficienciesDexterity, Intelligence
Skill ProficienciesChoose two from Investigation, Perception, Stealth, Survival, and History
Weapon ProficienciesSimple Weapons, Martial Weapons, Elemental-Firearms (see below)
Armor TrainingLight Armor, Medium Armor

Starting Equipment You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light elemental-firearm and 20 elemental cartridges or (b) a heavy elemental-firearm and 10 elemental cartridges
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • Leather armor, two daggers, and a set of tinker's tools
  • A pouch containing 15 Drakemetal Tokens (DT)

Gunsage Class Progression

LevelProficiency BonusFeatures
1+2Elemental-Firearm Initiate, Volatile Shot
2+2Gunsage Archetype, Specialized Munition Craft
3+2Archetype Feature
4+2Ability Score Improvement
5+3Extra Attack
6+3Overcharge Protocol
7+3Archetype Feature, Dragocite Aegis
8+3Ability Score Improvement
9+4Improved Specialized Munitions (3 options)
10+4Archetype Feature, Flicker Step
11+4Leyline Synchronization
12+4Ability Score Improvement
13+5Advanced Specialized Munitions (4 options)
14+5Archetype Feature, Chronoflux Overdrive
15+5Elemental Avatar
16+5Ability Score Improvement
17+6Master Specialized Munitions (5 options)
18+6Archetype Feature
19+6Ability Score Improvement
20+6Paragon of Instability

Becoming a Gunsage

You begin your journey as a Gunsage with proficiency in light and medium armor, simple and martial weapons, and a d8 Hit Die. Your mastery of ranged weaponry stems from a blend of innate talent and rigorous study of elemental physics. You select Dexterity as your primary ability for weapon attacks, and Intelligence as your secondary ability for your specialized features, reflecting your engineering and tactical mind. You gain proficiency in Dexterity and Intelligence saving throws, representing your quick reflexes and analytical prowess. From the list provided (Investigation, Perception, Stealth, Survival, History), you choose two skills to reflect your initial training. Finally, you start with the basic equipment to begin your explosive career in Novendragos.

As a Multiclass Character If your Dungeon Master allows the use of multiclassing rules, here’s what you need to know if you choose the Gunsage class:

  • Ability Score Minimum: To multiclass into Gunsage, you must have a Dexterity score of 13 and an Intelligence score of 13.
  • Proficiencies Gained: When you multiclass into Gunsage, you gain proficiency with light armor, medium armor, simple weapons, martial weapons, and elemental-firearms.

Gunsage Class Features

As a Gunsage, you gain the following class features.

Elemental-Firearm Initiate (Level 1) You gain proficiency with Elemental-Firearms unique to Novendragos. These advanced ranged weapons are powered by refined dragocite or intricate arcane circuits that channel raw elemental energy. They use specialized elemental cartridges as ammunition. The very existence of these weapons is often regulated by powerful nations like the Chiryu Sovereignty or the Drakemetal Vanguard, making their ownership or crafting a potential point of contention or a mark of elite status.

  • Light Elemental-Firearm: (e.g., Flux-Pistol, Resonant Revolver) 1d6 piercing or elemental damage (user's choice of fire, cold, lightning, or force when firing), range 40/120 ft., Ammunition (elemental cartridge), Light, Reload (6 shots).
  • Heavy Elemental-Firearm: (e.g., Ley-Rifle, Arcane Carbine) 1d10 piercing or elemental damage (user's choice of fire, cold, lightning, or force when firing), range 120/480 ft., Ammunition (elemental cartridge), Two-Handed, Reload (4 shots).
  • Elemental Cartridges: These are specialized ammunition unique to elemental-firearms. They cost 1 Drakemetal Token (DT) per 10 cartridges. Crafting them often requires rare components found near leyline nodes or in areas of dragocite flux, or through black market contacts, making them a valuable and sometimes scarce resource.
  • Reload: You can reload a firearm as a bonus action. You must have one hand free to reload a light elemental-firearm, and two hands free to reload a heavy elemental-firearm.

Volatile Shot (Level 1) Your understanding of elemental instability allows you to make every shot count, but not without immediate risk. When you make a ranged attack with an elemental-firearm, you can channel unstable dragocite energy, gaining a bonus equal to your Intelligence modifier (minimum of +1) to the attack roll or damage roll (your choice). If you do, you must immediately roll on the Volatility Table (d6) (see below) and suffer the result, with the effect centered on yourself or your firearm (DM's choice).

You can use this feature a number of times equal to your Intelligence modifier (minimum of 1) per long rest. You may attempt to "push beyond" this limit by rolling twice on the Volatility Table (taking both effects) for each additional use. This choice is a conscious act of pushing the weapon's limits, causing it to hum ominously or crackle with uncontrolled energy.

  • Volatility Table (d6)
  • 1: Arcane Feedback: You take 1d6 force damage.
  • 2: Backfire: You have disadvantage on your next attack roll.
  • 3: Shrapnel Flare: Each creature within 5 ft. of you takes 1d4 fire damage.
  • 4: Elemental Warp: The cartridge’s element changes randomly to another type (fire, cold, lightning, force, necrotic, radiant, or poison if available).
  • 5: Psychic Echo: You must succeed on a DC (8 + Proficiency Bonus + Intelligence Modifier) Wisdom saving throw or be stunned until the end of your next turn.
  • 6: Controlled Discharge: No negative effect.

Gunsage Archetype (Level 2) At 2nd level, you choose a Gunsage Archetype that defines your specialized approach to ranged combat:

  • Dervish: Focuses on close-to-mid range, rapid-fire, and dual-wielding, often favoring chaotic engagements.
  • Deepseeker: Focuses on long-range, precision, and high-impact shots, often favoring calculated eliminations. Your choice grants you unique features at levels 2, 3, 7, 10, 14, and 18.

Specialized Munition Craft (Level 2) You learn to craft and utilize specialized elemental cartridges that infuse your shots with unique effects. You begin with two Specialized Munition options of your choice. You learn additional options as you gain Gunsage levels: three at 9th level, four at 13th level, and five at 17th level. You can expend a Specialized Munition when you make a ranged attack with an elemental-firearm. You can only use one Specialized Munition per attack.

  • Shattershot: Your attack ignores resistance to the weapon’s damage type.
  • Vortex Round: On hit, pulls target 10 ft. toward you.
  • Veilpiercer Bolt: Your attack passes through magical barriers (e.g., wall of force, shield spell) once per rest.
  • Elemental Tracer: Your attack leaves a visible trail of elemental energy. You gain advantage on your next Wisdom (Perception) check made to track the target before the end of your next turn.
  • Rift Detonator: On hit, forces a DC (8 + Proficiency Bonus + Intelligence Modifier) Wisdom saving throw or banishes target to the Ethereal Plane for 1 round.
  • Leyline Disruptor: When you hit a creature, it must succeed on a DC (8 + Proficiency Bonus + Intelligence Modifier) Intelligence saving throw or suffer a magical disruption. On a failed save, if the creature attempts to cast a spell before the end of its next turn, it takes 2d6 psychic damage per spell level (minimum 2d6) and must succeed on a DC 10 spellcasting ability check or the spell fails and the slot is wasted. On a successful save, the creature is immune to your Leyline Disruptor for 24 hours.

Crafting: Each munition requires rare reagents (gathered from leyline nodes, dragocite storms, or defeated elementals) and faction access. You can craft a number of Specialized Munitions equal to your Intelligence modifier (minimum 1) during a long rest. You must have access to tinker's tools and 1 Drakemetal Token (DT) per munition crafted. The crafting process involves carefully stabilizing raw elemental energy into the cartridge, a delicate process that reinforces your understanding of its volatility. Some rare munitions might require components only found in specific leyline nodes, ancient Jen'mahadim ruins, or from the remains of elemental aberrations, making their acquisition a quest in itself.

Extra Attack (Level 5) You can attack twice, instead of once, whenever you take the Attack action on your turn.

Overcharge Protocol (Level 6) You learn to temporarily push your elemental-firearm's output beyond its safe limits, risking severe feedback. When you hit a creature with an elemental-firearm attack, you can choose to overcharge the shot. If you do, the attack deals maximum weapon damage and forces the target to make a DC (8 + Proficiency Bonus + Intelligence Modifier) Constitution saving throw or be stunned until the end of its next turn. Immediately after dealing this damage, you must roll twice on the Volatility Table (d6) (taking both effects), with the effects centered on yourself or your firearm (DM's choice).

You can use this feature a number of times equal to your proficiency bonus per long rest. You may attempt to "push beyond" this limit by suffering 1 level of exhaustion for each additional use. This is a moment of intense, dangerous power, causing your firearm to glow dangerously or spark with uncontrolled energy.

Arcane Calibration (Level 6) Your understanding of elemental-firearms deepens, allowing for more precise adjustments. You gain a +1 bonus to attack rolls made with elemental-firearms. This bonus increases to +2 at 11th level and +3 at 17th level.

Dragocite Aegis (Level 7) When you would take damage, you may, as a reaction, create an unstable field of dragocite energy around yourself. You reduce the damage by 2d10 + your Intelligence modifier. On a 1d6 roll of 1–2, you suffer a wild surge (roll on the Volatility Table (d6) as a secondary effect).

You can use this feature a number of times equal to your Intelligence modifier (minimum 1) per long rest. This aegis shimmers with the raw, chaotic energy of dragocite, a desperate act of defense.

Flicker Step (Level 10) You momentarily vanish from sight, shifting through the elemental Flow to reappear a heartbeat away. As a bonus action, you can teleport up to 30 ft. to an unoccupied space you can see. This movement does not provoke opportunity attacks and ignores difficult terrain.

Every use of this feature beyond the first in a short rest automatically triggers a roll on the Volatility Table (d6). You cannot use Flicker Step if you are under the effects of a wild surge (from the Volatility Table) or psychic backlash.

Leyline Synchronization (Level 11) Your connection to the world's elemental currents allows for unparalleled accuracy and interaction. While within 30 ft. of an active leyline node or dragocite deposit, your elemental-firearm attacks have advantage, and enemies have disadvantage on saves versus your Specialized Munitions.

Additionally, DMs are encouraged to add narrative instability—leyline flares, attracting elemental predators, or brief rifts as side effects—when you heavily utilize your elemental-firearm within such zones.

Chronoflux Overdrive (Level 14) You hyper-accelerate your perceptions and reflexes, briefly moving in sync with the future’s rhythm while the world lags behind. Once per long rest, as a bonus action, you unleash a burst of temporal energy. You may take two turns in a row (skipping your next turn as temporal recoil).

Afterward, you must roll on the Volatility Table (d6) with a +2 bonus to the die (increasing the risk of severe effects). If you roll a 6 (or higher with the bonus), instead suffer a catastrophic surge (DM’s choice: instant 3 levels of exhaustion, temporary loss of all Specialized Munitions, or a permanent mutation from the Azhra Warlock's Elemental Aberration list).

Optional Fluff: Time in the immediate area “blurs”—enemies and allies see afterimages, sounds echo, or the world appears to stutter around you.

Elemental Avatar (Level 15) Once per long rest, as an action, you channel pure dragocite energy, transforming into an ultimate Gunsage form. For 1 minute:

  • You gain resistance to all damage, immunity to one element of your choice (Fire, Cold, Lightning, Acid, Poison, Necrotic, or Radiant), and advantage on all attack rolls.
  • Every round, at the start of your turn, you must roll on the Volatility Table (d6). Each 1 or 2 rolled increases the DC of your next saving throw by 2.
  • Your appearance changes: your hair, eyes, or skin flicker with unstable elemental energy. NPCs will react—this is not subtle.

Paragon of Instability (Level 20) You are no longer destroyed by wild surges; instead, you master them. Every time you would roll on the Volatility Table (d6), you may choose one of the following:

  • Absorb the Instability: Gain temporary hit points equal to the number rolled on the d6 × 5.
  • Redirect the Surge: One creature within 30 ft. takes the effect of the rolled instability instead (requires a successful ranged spell attack or Dexterity saving throw from you, whichever is appropriate for the effect).
  • Trigger Narrative Effect: You can choose to trigger a unique, narrative effect—reality bends around you, giving you a cryptic vision, a temporary minor mutation, or attracting unwanted attention from a Novendragos power (e.g., a Dragon Overlord, an azhra prince, or the Chiryu Cho'den).

Gunsage Archetypes

Dervish Dervishes are masters of close-quarters ranged combat, favoring speed, agility, and a flurry of shots. They often dual-wield light elemental-firearms, relying on quick reflexes and a dazzling display of firepower to overwhelm their foes. Their chaotic, rapid-fire style can draw the ire of more methodical factions like the Chiryu Cho'den, but their adaptability makes them invaluable among independent troubleshooters or urban security forces in places like Platinus.

Level 2 – Dual Wielding Mastery When you engage in two-weapon fighting with light elemental-firearms, you can add your Dexterity modifier to the damage roll of the second attack. Additionally, you can draw or stow two light elemental-firearms as part of the same object interaction.

Level 3 – Rapid Reload You can reload a light elemental-firearm as part of the attack action, rather than as a bonus action. This allows for sustained rapid fire, a blur of motion as you keep your weapons fed.

Level 7 – Flurry of Shots As an action, you can make a ranged attack with a light elemental-firearm against any number of creatures within 10 feet of a point you can see within your weapon’s normal range. You must have ammunition for each target, and you make a separate attack roll for each target. You can use this feature a number of times equal to your Intelligence modifier (minimum 1) per long rest. This feature creates a chaotic spray of elemental energy, a hallmark of the Dervish's style.

Level 10 – Close Quarters Expert You have advantage on ranged attack rolls made with light elemental-firearms against creatures within 5 feet of you. Additionally, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with light elemental-firearms. Your movements become fluid, allowing you to slip past defenses even in tight quarters.

Level 14 – Bullet Hell When you take the Attack action while wielding two light elemental-firearms, you can make an additional attack with each weapon as part of that action. You can use this feature once per short or long rest. This torrent of elemental projectiles can overwhelm even the most resilient foes.

Level 18 – Unstoppable Barrage When you use your Flurry of Shots feature, you can choose to cast it at will without expending its limited uses. Additionally, creatures hit by your Flurry of Shots have their speed reduced by half until the end of their next turn. You become a whirlwind of elemental devastation, a living storm of projectiles.

Deepseeker Deepseekers are patient, methodical marksmen who excel at eliminating high-value targets from extreme distances. They favor heavy elemental-firearms, infusing their shots with incredible precision and devastating power, often from a hidden vantage point. They are often found among elite military units like the Drakemetal Vanguard or as specialized scouts for Chiryu expeditions, where their calculated precision is highly valued. Their mastery of long-range engagement allows them to exploit the world's hidden energy currents to guide their devastating shots.

Level 2 – Long Range Precision When you make a ranged attack with a heavy elemental-firearm against a target beyond your weapon’s normal range, you do not suffer disadvantage on the attack roll. Additionally, you ignore half cover when making ranged attacks with a heavy elemental-firearm. Your sight sharpens, allowing you to pick out the faintest details across vast distances.

Level 3 – Calculated Shot When you make a ranged attack with a heavy elemental-firearm, you can choose to spend 1 minute aiming at a single target you can see within your weapon’s long range. If you do, your attack roll gains advantage, and on a hit, the attack deals an additional 2d6 damage. You can only make one Calculated Shot per long rest. This shot is a singular act of focused power, a moment of perfect alignment between your will and the weapon's elemental charge.

Level 7 – Piercing Shot When you make a ranged attack with a heavy elemental-firearm, you can choose to ignore full cover. If you do, the attack deals half damage on a hit. You can use this feature a number of times equal to your Intelligence modifier (minimum 1) per long rest. Your elemental projectile momentarily phases through solid matter, leaving a faint scorch mark or ethereal trail.

Level 10 – Fatal Blow When you score a critical hit with a heavy elemental-firearm, you can force the target to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the target is stunned until the end of its next turn. You can use this feature a number of times equal to your proficiency bonus per long rest. Your critical strikes hit with such force that they momentarily disrupt the target's very being.

Level 14 – True Strike Your ranged attacks with a heavy elemental-firearm ignore all cover. Additionally, when you make a ranged attack with a heavy elemental-firearm against a creature that hasn't taken a turn in combat yet, your attack roll gains advantage. You see the perfect trajectory, a path of elemental force that bypasses all obstacles.

Level 18 – Master Marksman When you make a ranged attack with a heavy elemental-firearm, you can choose to make the attack roll with advantage. If you do, on a hit, the attack deals an additional 4d6 damage. You can use this feature once per long rest. This shot is a truly devastating display of precision and raw elemental power, a singular moment of perfect, engineered destruction.


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