Gunslinger

You’re a remarkable shot and always have been. Starting at 1st level, you can choose to gain +1 to the first ranged attack you make on your turn. This increases to +2 at 7th level and +3 at 13th level. You can use this feature a number of times equal to your Wisdom modifier before finishing a short rest. Additionally, you can use a ranged weapon as a melee weapon, whipping the opponent mercilessly with it. The weapon deals 1d4 + your Strength modifier bludgeoning damage. This increases to 1d6 at 7th level and 1d8 at 13th level. In addition, at 7th level, being within 5 feet of a creature does not impose disadvantage on ranged attack rolls.

At Home Anywhere

Starting at 1st level, your inability to stay in one place for too long has given you a good sense of the nature of nature. While you may not have visited every location in the world you can make easy assumptions about the lands you walk based on previous experience. If you spend a week in one area familiarizing yourself with that are it becomes your new “Home.” You know the shadowy corners, you understand the basic flow of the city, you know the best places to find food. This extends in a one mile radius from a general location that you choose.

While you remain in this area you gain the following benefits:

  • When making an Intelligence or Wisdom based check related to your Home, your proficiency bonus is doubled if you are using a skill that you are proficient in
  • Difficult terrain doesn’t slow your movement
  • You and your group can not become lost while you are leading, except by magical means
  • You remain alert to danger, even while engaged in other activities
  • You have advantage on Stealth checks if alone
  • You can always find something edible freely, even when there appears to be no food, unless the GM states otherwise
  • While tracking your other creatures you learn their exact number, sizes, how long ago they passed through this area, and their general health condition
  • You are treated with leniency by whatever guard force is within the area; major infractions will still have repercussions.

At 7th level this range increases to a two-mile radius. At 13th level this range increases to a three-mile radius.

Spellcasting

By the time you reach 2nd level, you have been in enough scrapes to understand the importance of magic. As such you have spent some time learning from the wise sages of every place you have visited. Their words have resonated with you, guiding you on your path to a more peaceful future. This occasional peace of mind and storied lore is where you draw your magical power from.

Spell Slots

The glitch hunter table shows how many spell slots you have to cast your 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 Highlight and have a 1st level and a 2nd level spell slot available, you can cast Highlight using either slot.

Spells Known of 1st Level and Higher

You know two 1st level spells of your choice from the glitch hunter spell list.

The Spells Known column of the glitch hunter table shows when you learn more glitch hunter spells of your choice. Each of these spells must be of a level for which you have spell slots. For example, 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 glitch hunter spells you know and replace it with another spell from the glitch hunter spell list, which must also be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your glitch hunter spells, since your magic draws on the words of those wiser than yourself. You use your Wisdom whenever a spell refers to your spellcasting ability. You also use your Wisdom modifier when setting the saving throw DC for a glitch hunter spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Hunter Style

At 3rd level you choose your preferred hunting style. Each style relies on different methods to reach the same goal.

The hunting styles are Slayer, Protean, and Shade. Your choice grants you features at 3rd level and again at 7th, 11th, 15th, and 20th.

Power Up

When you reach 4th level, and again at 8th, 12th, 16th, and 19th you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Alternatively, you can gain one feat. You cannot increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Spell Chamber

At 6th level you have become so in tune with you ranged weapon that you can safely load a spell into your next shot. Using the normal rules for the spell’s casting times, you channel it into a ranged weapon. The spell’s normal range is replaced by that of the weapon you are using, but not the area of effect. The weapon is charged with that spell for 1 minute and expelled with your next shot from that weapon. The spell is released once the bolt makes impact, even if it does not hit the target. You may not take a normal shot with that ranged weapon until you have released the spell. You may remove the spell from the weapon by using a bonus action, but do not recover the expended spell slot. The spell used must be one that you know and that you have spell slots for. Only you may load spells into your ranged weapon. If you are within a spell’s area of effect when it is released, you are subject to the effects of the spell as well. You must finish a short rest before you can use this feature again. At 18th level you can use this feature twice before taking a short rest. This feature has different effects depending on which type of area of effect your weapon (not the spell) has:

  • Single Shot: The shot is fired, and the spell takes effect on impact
  • Cone: If the spell normally attacks a single target, the spell damage is split evenly between all hit targets. If the spell has an area of effect, that is changed to the cone area of the weapon and all targets make their saving throw against the spell with disadvantage.

Bug Basher

At 9th level, you are able to track down corrupted creatures with ease. You can sense the existence of a corrupted creature within 300 feet and know its general direction. You gain a bonus to Survival checks to track creatures with corruption and a bonus to damage rolls against creatures with corruption equal to the number of corruption layers they have. Additionally, you gain the Cure/Cause Corruption spell if you do not already know it.

Get ‘Em

At 10th level you can tell when a bounty is about to abandon courage and run. As a reaction you can move up to 15 feet and make a grapple attack against any creature who is trying to run away from you or your party, even if they have taken the Disengage option.

Sharpened Wit

At 14th level choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with any tool. Your proficiency bonus is doubled for any ability checks you make that uses either of the chosen proficiencies.

Peekaboo

At 18th level you can no longer be fooled by a hostile invisible enemy. Your tracking skills have been honed so greatly that even slight changes to pressure in the air, a faint sense of heat or cold, and nearly imperceptible sounds have become like beacons to you. You have advantage on Wisdom checks pertaining to invisible enemies within 60 feet of you. You suffer no penalty to attack rolls when fighting an invisible creature. Attack rolls made by the invisible creature do not have advantage against you and you can use your reaction to negate the advantage on allied creatures that can hear you. The creature is considered unobscured to you, even though you cannot actually see them. You know its general location and can tell your party members this.

Slayer Style

Slayers match their title, being furious creatures of death on the battlefield. The excel in danger and often laugh death in the face. Their life is fast and furious, overflowing with close calls and unlikely survival. They are only capable of this because if their incredible skill in battle. They understand that luck is a finite resource and never lean on it to get through. If you find yourself hunted by a slayer, there is no wall high enough, no armor thick enough, and no magic powerful enough to keep you from their wrath.

Furious Melee

At 3rd level, melee attacks made with the Gunslinger feature score a critical hit on a roll of 19 or 20.

Will Shield

At 3rd level, your body begins to generate a faint energy shield around it while in combat. At the beginning of your turn, so long as you have taken no damage since the start of your last turn and have no temporary hit points, you gain temporary hit points equal to half your glitch hunter level (rounded down). This feature becomes inactive if you gain more temporary hit points than half your glitch hunter level and remains inactive until you have 0 temporary hit points. You lose all temporary hit points from this feature whenever you finish a short or long rest.

Frenzy

At 7th level with this style, you can enter a heightened state of aggression for 1 minute. During this time all your ranged weapon attacks score a critical hit on a 19 or 20, you are aware of the exact locations of each creature within 60 feet of you (even if they are invisible or behind a barrier), and you can make an additional ranged attack as a bonus action. If attacking your Prey, your ranged weapon attacks score a critical hit on a roll of 18-20. Additionally, each time you drop a creature to 0 hit points while using this feature, you can either recover an expended hit dice or use one of your remaining hit dice to heal yourself. This ability ends if you drop to 0 hit points or if you make no attack rolls on your turn. You must finish a long rest before using this feature again.

Wary

At 11th level you are so cautious in every situation that very few can even lay a hand on you. If a creature makes an attack roll against you, you can use your reaction to add your Dexterity modifier to your AC against the attack, even if you have already added it to determine your original AC. You can do this after the attack roll is made but before you know the result. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) before finishing a long rest.

At 15th level in this class, if an attack roll against you has advantage, you can use your reaction to add both your Dexterity modifier and your Wisdom modifier to your AC.

Hair Trigger

At 15th level, you can ignore the loading property on any weapons that have it, making as many attacks on a turn with the weapon as you are able and reloading weapons that use energy cores takes a bonus action. Additionally, if you attack only with ranged weapons on your turn, you can make three attacks, instead of two, when you take the attack action.

Infinite Ammo

At 20th level you are never without ammunition. Whenever you hold a ranged weapon, you can create appropriate ammunition from nowhere. Weapons with Energy do not need an energy core to fire and do not use their energy core to fire. These attacks are considered magical for the purposes of overcoming resistances. Additionally, each time you fire a non-magical ranged weapon, you can choose to imbue the shot with magic, giving the ammunition up to +3 to attack and damage rolls. You can do this a number of times equal to your Wisdom modifier (minimum of once) before finishing a long rest. This feature can be used on any average ranged weapon designed for medium sized creatures but can only be used to create ammunition for weapons designed for Large sized or larger creatures (or on things such as cannons or ballistae) a number of times equal to your Wisdom modifier (minimum of once) before finishing a long rest. You can imbue the larger shots with the +3 bonus as well or use the Spell Chamber feature on them upon creation.

~~~ Protean Style

A protean hunter relies heavily on versatile equipment, balanced skills, and specialized hunting to take down their prey. Each one is unique, developing their own quirky combinations to hunt in a way only they could. Though they may look odd carrying a mishmash of armor and weapons, they should never be underestimated. Given enough prep time, there is no target too strong and no environment too harsh for them to conquer.

Learned Lessons

When you choose this style at 3rd level, you gain proficiency with another skill or tool of your choice. You gain proficiency with another skill or tool of your choice again at 11th level in this class.

Specialized Upgrade

At 3rd level you have either crafted or found a few pieces of equipment that grants you a small advantage in the world. Choose two from the list below. The item should reflect your travels; work with your GM to determine what you may have found or created. How the item is integrated into your attire or weaponry is up to you. Though the item can be taken away by other creatures, it is only effective for you. Unless otherwise specified, the items do not require attunement and cannot stack their effect with other items (with stronger items overwriting them). You find two more bits of equipment at 7th, 11th, 15th, and 20th level. You cannot choose the same upgrade more than once. There may be other upgrades throughout the world, but few will be more powerful than a 1st level spell or +1 piece of equipment; work with your GM to determine what extra equipment may be out there.

  • Morph Mod. As a bonus action, you can morph your body into any basic geometric shape that is no larger than a 2-foot cube. You can stay in this form up to 1 minute, changing back after that time or by using a bonus action. While in this form, your movement speed is reduced by half and you gain blindsight up to 30 feet. You cannot take any actions beyond moving or use any other abilities or spells while in this form. If you change back in a space that is too small for your normal form, you take 6d6 force damage and are moved to the nearest unoccupied space. You can use this upgrade once before finishing a short or long rest.
  • Jetpack. You gain a flight speed equal to your movement speed. The jetpack can be used for a total of one minute, breaking up the time into 6 second increments, before finishing a long rest.
  • Rockets. When using a ranged weapon, you can add some explosive qualities to the shot when you make at. Creatures within 5 feet of where the shot lands must make a Dexterity saving throw (DC 10), taking 2d6 fire damage on a failed save, or half as much on a successful one. On a hit, the original target for the shot makes the saving throw with Disadvantage. You can add this ability to shots a number of times equal to your Wisdom modifier (minimum of once) before finishing a long rest.
  • Luck Mod. This strange device taps into and boosts your natural luck. If you roll a 1 on an ability check, saving throw, or attack roll, you can reroll, using the new number instead. You can do this once before finishing a long rest.
  • Space Suit. A thin field that allows you to survive in a complete vacuum for up to 10 minutes. You can activate or deactivate it at will. You must finish a long rest before using this upgrade again.
  • Hidden Blaster. A small blaster of unconventional shape that can be placed anywhere on your body. You are proficient with it and it can be fired as a bonus action. Creatures attempting to find the item make Investigation checks with disadvantage. It has enough energy to be fired a number of times equal to your Wisdom modifier (minimum of once) before finishing a long rest.
  • HUD. A heads-up display that gives you the basic info of any creatures within 30 feet of you. This includes species, height, weight, and known names. Allied creatures show up with a blue outline and you the display also gives you known abilities, general health (high, mid, or low), and status any conditions.
  • Double Jump. When you jump, you can use a bonus action to jump again midair.
  • Stun Mod. When using a ranged weapon, you can add a stunning quality to the shot when you make it. A creature you hit must succeed on a Constitution saving throw against your Spell Save DC or be stunned until the start of their next turn. You can add this upgrade to shots a number of times equal to your Wisdom modifier (minimum of once) before finishing a long rest.
  • Bomb. You create some small, spherical explosives during a long rest. It can be clean or covered in adhesive. The adhesive can stick to most surfaces and you can make an unarmed attack roll to attempt to stick it to a creature. They must succeed on a Strength check against your spell save DC on their turn to remove it. Once armed, it will explode at the start of your next turn. Each creature within 5 feet of it must make a Dexterity saving throw against your spell save DC, taking 2d6 fire damage on a failed save, or half as much on a successful one. If the bomb is attached to a creature, they make the Dexterity saving throw with disadvantage. You can make a number of bombs equal to your Wisdom modifier (minimum of one) before finishing a long rest.
  • Grapnel Blaster. A device that fires off a 60-foot length of rope with a grappling hook on the end as an action. A ranged attack of 15 or more is sufficient for most locations, but it may be higher depending on the environment. As your movement action, the rope can pull you up to 60 feet. Hitting a creature with the grapple deals 1d6 bludgeoning damage. The blaster can pull up to 500 pounds.
  • Armor Plating. Scraps of armor used to supplement the weak points in your defenses. While you are wearing armor, you gain a +1 bonus to AC.
  • Combat Upgrade. Whenever you are holding a non-magical weapon, you gain +1 to the attack and damage rolls made with that weapon. This bonus is not magical.
  • Brain Booster. You can double your proficiency bonus to one skill of your choice that you are proficient with. You can use this upgrade once before finishing a short or long rest.
  • Hunter’s Laser. You can attach this to any ranged weapon, or move it from one to the other, while taking a short rest. It allows you to aim the weapon at a creature and cast hunter’s mark at 1st level on the target without consuming a spell slot. Only the weapon you have this upgrade attached to gains the extra damage and the spell ends when the initial target drops to 0 hit points. The upgrade will hold concentration on the spell, only losing it if the weapon breaks or you end a turn without having fired at the target at least once. You can use this upgrade once before finishing a short or long rest.
  • Tinyporter. As a bonus action, you can teleport up to 10 feet in any direction to an unoccupied space you can see. You cannot move through walls or magical barriers. You can use this upgrade a number of times equal to your Wisdom modifier (minimum of once) before finishing a long rest.
  • Deflector. When hit with a ranged attack roll, you can use your reaction to reduce the damage taken by half (before applying vulnerabilities and resistances).
  • Recharger. When taking a long rest, you can fully recharge a weapon’s energy core.
  • Seer’s Eye. You can use your reaction to add or subtract 1d4 from an ability check, attack roll, or saving throw that you make. You can do this after the roll but before knowing the result. You can use this feature once before finishing a short rest.
  • Predator’s Eye. You can activate this item to see invisible creatures, obscured, or hidden creatures within 60 feet of you until the start of your next turn. You can use this upgrade a number of time equal to your Wisdom modifier (minimum of once) before finishing a long rest.
  • Mana Canteen. You gain two extra 1st level spell slots.
  • Void Shell. You can use the Spell Chamber feature one additional time before finishing a long rest.
  • Auto-Med. If you drop to 0 hit points, this upgrade automatically activates and heals you 2d4+2 hit points. You must finish a long rest before using this upgrade again.
  • Shell Shock. When using the Spell Chamber feature, you can use this upgrade to load the spell into a weapon with the thrown property. The spell will not activate unless the weapon is thrown. You can use this upgrade once before finishing a long rest.
  • Voice Modulator. You can disguise your voice slightly, giving you advantage on Deception checks. You can use this upgrade a number of times equal to your Wisdom modifier (minimum of once) before finishing a long rest.
  • Scout Drone. You gain the find familiar spell and can cast it as a ritual with this upgrade. Your familiar is considered a construct and is noticeably artificial to any who see it. You must finish a long rest before you can use this upgrade to create a different familiar.
  • Boost Injector. This upgrade gives you a temporary shot of boost juice. By activating it, as a bonus action, you gain 15 extra feet of movement, your Dexterity based AC increases by +2, and you gain advantage on Dexterity saving throws, all for the next minute. You must finish a long rest before using the upgrade again.
  • Silencer. This upgrade causes your ranged attacks to make no sound when fired, though the impact of the shot may still make noise.
  • Ultra-Scope. This upgrade increases the normal range of a ranged weapon by 30 feet and the maximum range by 45 feet.
  • Auto Translator. This upgrade allows you to understand and speak any language through it, but any Charisma based checks using the device are made with disadvantage as the translation may be incredibly literal or lacking context.

Field Medic

At 7th level you have treated more than your fair share of bad wounds. When healing yourself or another, by any means, you can add your spellcasting modifier to the total. If you already add your spellcasting modifier to the means of healing, you can add it in again. If you are being healed by another creature, you can also apply this bonus to yourself, adding your spellcasting modifier once to their total healing.

One in a Million

Starting 11th level you have seen more close calls than any person should have reasonably survived. You’re unnaturally lucky and have developed a feel for your particular type of luck. Whenever you roll a saving throw and the d20 lands on a 9 or lower, you can add +10 to your total roll. You can do this after the roll but before knowing the result. If you use this skill on a saving throw for a spell or effect which would normally do half damage on a success, you instead take no damage on a success and only half damage on a failure. You must finish a long rest before you can use this feature again.

At 15th level you can use this feature two times before finishing a long rest. At 20th level you can use this feature three times before finishing a long rest.

Mana Drain

At 15th level, you gain the ability to bend the life energy of your Prey creatures. If you spend one minute concentrating on a chosen Prey creature who died within the last hour, you can siphon some of their residual energy to recharge your spells. Roll a d4 with the result being to level of spell slot you recover, or the next lowest spell slot if you do have not used any spell slots of the result. You can only recover expended spell slots in this way. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) before finishing a long rest.

Join Them

At 20th level you can attempt to enter a Prey creature, possessing and controlling their body. As an action, choose a Prey you can see within 60 feet that has a CR equal to or less than your level. The creature must succeed on a Charisma saving throw or become possessed for 1 minute. Your physical form disappears, entering the creature’s body and controlling it. Though you control the body, the Prey is not deprived of awareness and may repeat the saving throw at the start of your turns, ending the effect on a success. You lose access to all of your abilities, take your turn on the target’s turn, and retain your Intelligence, Wisdom, and Charisma scores. You can use any of the possessed creature’s stats, attacks, and abilities (including spellcasting), using its stats for any of these abilities. This feature ends after 1 minute, if the target prey succeeds on their Charisma saving throw, if you end it as a bonus action, or if the target prey drops to 0 hit points. When the possession ends, you appear in the nearest unoccupied space from the target. After the effect ends, the target prey is immune to this feature for the next 24 hours. You can attempt to possess a creature as many times as you like but must finish a short rest before using this feature again after the first successful possession.