One shot. Two shots. A shimmering bolt of lightning as smoke clears from the scene. A fearless warrior-witch accustomed to the martial art of gunfighting, moving across the battlefield like a specter or some supernatural beast as ring of gunfire disorients the senses as the smell of blackpowder lingers in the air. Cloaked and strapped to the teeth with ranged weaponry, using the arcane arts in between each shot of their weapons.
As hordes of enemies close in, a blaze of magical shots fire off, obliterating their forces, with bolts of fire and rays of frost bursting from the tips of their deadly tools. They become less like a gunslinger and more like a force of nature.
Source: I Made It the Fuck Up
You must have a Dexterity and Intelligence score of 13 or higher in order to multiclass in or out of this class.
When you multiclass into the Gun Witch class, you gain the following proficiencies: martial ranged weapons.
| The Gun Witch | Spell Slots per Spell Level | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th | ||||
| 1st | +2 | Weapon Hex, Familiar Weapon | - | - | - | - | - | - | ||||
| 2nd | +2 | Fighting Style, Spellcasting | 2 | 2 | - | - | - | - | ||||
| 3rd | +2 | Witch Coven, Gunslinger | 3 | 3 | - | - | - | - | ||||
| 4th | +2 | Ability Score Improvement, Martial Versatility (Optional) | 3 | 3 | - | - | - | - | ||||
| 5th | +3 | Extra Attack | 4 | 4 | 2 | - | - | - | ||||
| 6th | +3 | Improved Weapon Hex, Additional Familiar Weapon | 4 | 4 | 2 | - | - | - | ||||
| 7th | +3 | Witch Coven feature | 4 | 4 | 3 | - | - | - | ||||
| 8th | +3 | Ability Score Improvement, Martial Versatility (Optional) | 4 | 4 | 3 | - | - | - | ||||
| 9th | +4 | 5 | 4 | 3 | 2 | - | - | |||||
| 10th | +4 | Improved Weapon Hex, Additional Familiar Weapon | 5 | 4 | 3 | 2 | - | - | ||||
| 11th | +4 | Witch Coven Feature | 5 | 4 | 3 | 3 | - | - | ||||
| 12th | +4 | Ability Score Improvement, Martial Versatility (Optional) | 5 | 4 | 3 | 3 | - | - | ||||
| 13th | +5 | Extra Attack (x2) | 5 | 4 | 3 | 3 | 1 | - | ||||
| 14th | +5 | Calling Card, Spellslinger | 6 | 4 | 3 | 3 | 1 | - | ||||
| 15th | +5 | Witch Coven Feature | 6 | 4 | 3 | 3 | 2 | - | ||||
| 16th | +5 | Ability Score Improvement, Martial Versatility (Optional) | 6 | 4 | 3 | 3 | 2 | - | ||||
| 17th | +6 | 7 | 4 | 3 | 3 | 3 | 1 | |||||
| 18th | +6 | Dark Craft | 7 | 4 | 3 | 3 | 3 | 1 | ||||
| 19th | +6 | Ability Score Improvement, Martial Versatility (Optional) | 7 | 4 | 3 | 3 | 3 | 2 | ||||
| 20th | +6 | Weird Quickdraw | 7 | 4 | 3 | 3 | 3 | 2 | ||||
Class Features
As a Gun Witch, you gain the following class features.
Hit Points
Hit Dice: 1d8 per Gun Witch level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Gun Witch level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple ranged weapons, martial ranged weapons
Tools: Alchemist’s supplies, Smith's Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose any two and Arcana
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Pistol or (b) two hand crossbows or (c) light crossbow
- (a) a Component Pouch with 20 Bullets or (b) a Quiver of 20 Bolts
- (a) a scholar's pack or (b) an explorer's pack
- a Gunpowder Horn, a Musket, a Pistol and 10 Bullets
Weapon Hex
You hex up to two of your weapons. Choose 1 cantrip from the following options: Acid Splash, Fire Bolt, Lightning Lure, or Ray of Frost. Instead of making an Attack action with your hexed weapon, you can use it to cast your chosen cantrip. At 6th and 10th level, you can choose a second and third cantrip from the list, respectively. At 6th level, you can use one of your chosen cantrips with your Extra Attack feature. At 10th level, you can cast your chosen cantrips as a bonus action. Dexterity is your spellcasting ability for these spells.
You do not require a free hand to load or reload a hexed weapon, and hexed weapons are not required to be melee for the purposes of two-handed fighting. It takes 1 hour to hex or unhex a weapon, and if you lose a hex weapon, the ritual to unhex it takes 2 hours.
Familiar Weapon
Choose a weapon to hammer with arcane enchantments, hedge magic, and spell-worked runes. It becomes a Familiar Weapon. At 6th and 10th level, you can choose an additional weapon to be a Familiar Weapon. At 10th level, you can magically summon any of your Familiar Weapons to your side. If you lose or replace your Familiar Weapon, the process to create another takes 2 hours and cost 10 gp for the materials.
Gain a d6. Whenever you successfully attack with your Familiar Weapon, reduce the value of this die by 1. When the value of this die reaches 1, you can spend it as a bonus action to make your next attack with your Familiar Weapon deal an extra 1d6 piercing damage. After spending this die, hit or miss, it resets back to 6. When you finish a short or long rest this die resets back to 6. At 10th level and 20th level, this damage increases to 2d6 and 3d6 respectively.
Fighting Style
Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
- Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Ranged Dueling. As a reaction, which you take when you are hit by an attack, you can roll to attack the attacking creature with a ranged weapon. If you were hit by a ranged attack, roll your attack with advantage.
- Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.
- Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
- Thrown Weapon Fighting (UA). You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
- In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.
Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of your hexes to cast Spells, much as a sorcerer or wizard does.
Spell Slots
The Gun Witch table shows how many Spell Slots you have to cast your Gun Witch Spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest.
For example, if you know the 1st-level spell Witch Bolt and have a 1st-level and a 2nd-level spell slot available, you can cast Witch Bolt using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level Spells of your choice from the Gun Witch spell list.
The Spells Known column of the Gun Witch table shows when you learn more Gun Witch spells of your choice. Each of these spells must be of a level for which you have Spell Slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Gun Witch Spells you know and replace it with another spell from the Gun Witch spell list, which also must be of a level for which you have Spell Slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your Gun Witch spells, since he power of your spells comes from the hexes hammered into your weapons.. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Gun Witch spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spellcasting Focus
You can use a Familiar Weapon as a Spellcasting focus for your Gun Witch Spells.
Gunslinger
At 3rd level, you can now reload one weapon as a free action once per turn, and you can use your bonus action to reload another. You can also reload one weapon after using a reaction that caused you to fire ammunition.
Witch Coven
At 3rd level, you chose a Witch Coven. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
| Coven | Source |
|---|---|
| Eyes | I Made It the Fuck Up |
| Hexes | I Made It the Fuck Up |
Coven Spells
Each Coven has a list of associated spells. You gain access to these spells at the levels specified in the Coven description. The spells count as Gun Witch spells for you, but don’t count against the number of Gun Witch Spells you know.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 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 score above 20 using this feature.
Martial Versatility (Optional)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to Gun Witches. This replacement represents a shift of focus in your martial practice.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 13th level in this class.
Calling Card
At 14th level, you enchant a small deck of cards or charms that allow you to display your small amount of magical prowess. Make a deck of eight cards, with each suit (Clubs, Diamonds, Hearts, and Spades) having two cards; or gain a d8 to substitute a deck, if you can not make one. As an action, you can draw one of your calling cards to gain a special effect. Shuffle the remaining cards afterwards, ignore this rule if you're using a die. After you draw eight cards (or roll your die eight times), you need to finish a short or long rest to reshuffle your deck.
| Calling Card |
|---|
| Clubs (1-2): Your next successful attack with a ranged weapon causes the target to fall prone. Your card dissipates into smoke. Your weapons coughs mystic smoke afterwards. |
| Diamonds (3-4): Your next attack with a ranged weapon ignores resistances. Your card turns into a fine, diamond-like dust or sand; this dust is worthless. Any wounds made from this attack glitter onyx, sapphire and platinum. |
| Hearts (5-6): Name a Tiny object, costing no more than 1 GP and weighing 2 lbs. or less. Your card becomes that object. Your pupils become heart-shaped until you take a short rest. |
| Spades (7-8): Mark an enemy for death. If you hit them with a critical strike or deal damage that would reduce them to 0 hit points, your weapon fires four ghostly shots each dealing 1d4 piercing damage. Your card turns to ashes. If they die, a ghostly raven appears by the fallen foe for a brief second, and GM tells you one secret the enemy held. |
After using this feature, the GM determines whether or not rumors of your strange qualities begin to spread in a nearby locale.
Spellslinger
Also at 14th level, you become as quick with your spells as you are with your weapons. Choose a 1st level spell you can cast with a casting time of 1 action. You gain the ability to cast that spell as bonus action. When you level up, you can change which 1st level spell has this benefit.
Dark Craft
At 18th level, you finally unlock the secrets to creating hexed gunpowder. Add your Intelligence modifier to damage rolls made with your hex or familiar weapons.
Weird Quickdraw
At 20th level, you are unparalleled in your reflexes, enhanced by mysterious arcane arts. You have 10 d6s, used for quick draws. As a reaction to any enemy action or reaction, you can spend two of these d6s to fire a ghostly weapon that deals 2d6 piercing damage to that enemy if it is within 60 feet. This counts as magical for the purpose of resistances. This is not an attack, and cannot miss. You regain all of these dice after a long rest.
See also: Gun Witch