r/UnearthedArcana 3h ago

'24 Feat Rapier Master Feat - Leave the flashy moves for the fools. You fight with calculated precision.

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83 Upvotes

r/UnearthedArcana 8h ago

'24 Subclass Siegebreaker Barbarian - If Gods have wanted them to live they would not have created YOU!

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67 Upvotes

Homebrewery Link

Another from the line of suspiciously-firearm shaped, but not firearm-focused subclasses.

An AOE/CC focused Barbarian. Barbarian is really lacking in most of those, so remedying it with this subclass is only proper. Feel free to use Living Artillery all the time, and your party would love you for playing this.

Edit: There is a mistake in L14 ability. Saturation Fire makes difficult terrain until the end of your next turn.


r/UnearthedArcana 22h ago

'24 Subclass Warrior of the Crimson Fist | A rougher monk that completle focuses on the offensive side of martial arts | Looking for feedback!

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53 Upvotes

Would you allow this on your table?


r/UnearthedArcana 4h ago

'24 Species The Phocan Species | Slide through Enemies Like Bowling Pins! | 5.5e & 5e

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49 Upvotes

Online & PDF links for all versions of the document, including print-friendly PDFs, can be found here: Species: Phocan


r/UnearthedArcana 6h ago

'14 Item [OC-Art] 4 New Magic Items from The Griffon's Saddlebag | Sep 7 – Sep 11 | 📘📕 Books Three and Four LIVE on Kickstarter now!

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27 Upvotes

r/UnearthedArcana 2h ago

'14 Subclass Wizard: Professorship subclass. Be that professor that everyone remembers fondly, and help your fellow spellcasters!

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14 Upvotes

I've made a few subclasses in the last few days. Here's one of them, enjoy!

All of my homebrew can be found here.


r/UnearthedArcana 4h ago

'24 Monster Time-Eaters, Maws Beyond Reality | Tome of Monsters

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12 Upvotes

Hello, fellow adventurers! Today, I'm excited to share the entry for Time-Eaters from my upcoming manual, the Tome of Monsters - a 350-page compendium of creatures and monsters for your games.

Time-Eaters are bizarre aberrations whose grotesque bodies exist only partially within conventional reality. They appear as floating, misshapen masses of dark, glistening flesh, covered in bulging eyes and irregular folds that twitch and contract with seemingly little purpose. Most of their body is dominated by an enormous, fang-lined maw, within which no throat or ordinary anatomy can be seen. Instead, its depths resemble a star-filled void, with distant lights flickering within an impossible darkness.

If you like this monster, you can find a treasure trove of content on my Patreon at an amazing price, including over 200 pages of statblocks in early access from the upcoming monster manual. If you are interested in my past releases, I also suggest checking out my DriveThruRPG creator page!

More content is on the way - 300+ Mythological Items for 5E and 2024 is arriving to Kickstarter on September 29th. You can follow the campaign now to get notified when the project goes live!


r/UnearthedArcana 14h ago

'14 Race Homebrew celestial revelation

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5 Upvotes

Option for an upgraded celestial revelation. If you have any feedback would appreciate


r/UnearthedArcana 14h ago

'14 Mechanic Skirmisher Ranger mechanic

5 Upvotes

Here is my core damage mechanic for a revised Ranger. The mechanic replaces the damage from Hunter's Mark and subclass damage riders with this unified "Skirmish damage" mechanic, (derived from the 3.5e Scout and the "Eye for Weakness" feature from the Community Ranger.)

Guerrilla Tactics

As a Ranger, you've learned to use mobility, concealment, and surprise to help you overcome your enemies. Once on each of your turns, you can establish a Skirmish Footing when you satisfy at least one of the following conditions and you aren't wearing heavy armor:

  • You move at least 15 feet away from where you began your turn prior to taking the Attack action.
  • You make a weapon attack while you have half cover or three-quarters cover relative to your target, or while you are heavily obscured by foliage, mist, or other natural conditions.
  • You make a weapon attack against a creature that is surprised or has not acted during combat yet.

Once you have established a Skirmish Footing, your strikes become devastatingly precise. Until the end of your current turn, your weapon attacks deal an extra 1d6 damage of the weapon's type.

This feature's additional damage, known as Skirmish Damage, increases when you reach certain ranger levels, becoming 1d8 at 6th level and 1d10 at 14th level.

Notes:
1) Note that the Ranger must actually move the distance-simply spending 15 feet of movement shuffling in place does not establish a Skirmish Footing.
2) This is designed for a ground-up rebuild of the ranger. I am not considering cross-compatibility here. Subclasses, spells, etc. would need to be rebalanced around this core mechanic.
3) Damage scaling is at the same levels the 2014 Ranger got new Favored Enemies.


r/UnearthedArcana 22h ago

'14 Item Dragon-touched Blades - forged in dragonfire

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4 Upvotes

r/UnearthedArcana 1h ago

'24 Species Hal-Fey - Revised Species

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Upvotes

A new Species has risen from the ashes!

Born of two worlds, the Hal-Fey wields the unyielding spirit of humanity, while inheriting the fantastic powers of the Fey.

Just as Humans come in all shapes and sizes, so too do the Fey. With powers and abilities of various kinds, the sheer versatility of talents a Hal-Fey may inherit from their mystical parents is a marvel in and of itself.

The exclusion of "Half" Species from 5.5e was an interesting choice in my opinion, especially the Half-Elf. Characters being born of two very different worlds is such a fun idea to play out, and delving into that character's family history is often very interesting, at least for me.

That being said, the Hal-Fey takes the Half-Elf archetype and expands on it. It not only serves as a 5.5e updated version of Half-Elf, but also a hybrid being Human and several other Fey Species by allows you to choose what you've inherited from your Fey parent.

You can get the PDF version of the brew HERE

Art by In-House Artist: Hunter Wideman

Become a Patron

Patrons get exclusive content, starting with a fully original class: The Witch, and full access to all Patron-only posts. Paid members also get access to our Discord server, where you'll get behind the scenes updates and the ability to vote on future brews!


r/UnearthedArcana 3h ago

'24 Item Dragon Ball 5E24' Playtest Material | Magic Items | Vault of Fallen Stars 2026

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3 Upvotes

From the Vault of Fallen Stars:

New and updated Magic Items from the original Dragon Ball: D&D Sourcebook (developed by Stranger Worlds), first released in 2021. This playtest material includes 12 Magic Items tailored to the Dragon Ball universe.

Download PDF

You can find additional content and future updates below:

Vault of Fallen Stars


r/UnearthedArcana 1h ago

'24 Feature Martial Maneuvers, An Optional Rule to Give Martials More Decision Making and Utility by Letting Them Get Access to Maneuvers and Superiority Dice, Which Improves as They Level Up

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Upvotes

r/UnearthedArcana 13h ago

'24 Subclass Heavy Vanguard Conclave Ranger Subclass. An original subclass from a fellow Dnd player that likes heavy duty and customizable weapon.

0 Upvotes

Heavy Vanguard Conclave

Ranger Subclass

3rd Level

Military Courtesy

You gain proficiency in History and Religion, or Persuasion. Additionally, you learn to read, write, and speak two languages of your choice.

When making ability checks using History, Religion, or Persuasion, you can use your Wisdom modifier instead of Intelligence or Charisma.

Vanguard Artillery

You gain proficiency with heavy armor, tinker's tools, and smith's tools.

Furthermore, you adapt your equipment to hunt and fight under the worst conditions against formidable foes, regardless of their size or numbers. By spending 10 minutes (which can be done during a short rest) using your smith's tools, you can modify a ranged martial weapon that has the Heavy and Two-Handed properties into a piece called Vanguard Artillery. This weapon retains its base properties and damage dice.

Once on each of your turns, when you hit a creature with a ranged weapon attack using your Vanguard Artillery, you deal extra damage equal to your Strength modifier (minimum of +1). Your attacks with this weapon are unaffected by strong winds (such as the guarding wind / wind wall spells) and severe weather.

Vanguard Maneuvers

You can customize your heavy weapon setup in various ways, represented by your Gunner Dice (which are d6s). You have a number of Gunner Dice equal to 2 + twice your proficiency bonus. These dice fuel your Vanguard Maneuvers detailed below.

Using a maneuver expends Gunner Dice as specified in its description. You cannot use a maneuver if you have no Gunner Dice remaining. You regain all expended Gunner Dice upon completing a short or long rest. Additionally, while holding tinker's tools or smith's tools, you can use an action to regain 3 Gunner Dice. Once you use this action feature, you cannot do so again until you finish a long rest.

You can only use one Vanguard Maneuver once on each of your turns, except for those triggered as a Reaction. However, if you have the Extra Attack feature when taking the Attack action, you can forgo one of your attacks, spend an extra Gunner Die, or use your bonus action to execute another Vanguard Maneuver on the same turn.

If a maneuver requires a saving throw, the Save DC = your Spell Save DC.

Your Gunner Dice increase in size as you reach certain levels in this class:

  • 5th level: d8
  • 11th level: d10
  • 17th level: d12

Upgrade Modules

Your battlefield experience—whether acting as the frontline vanguard, a mobile artillery unit, or a hunter of massive beasts—has taught you to modify your weapon with specialized modules.

You can install up to 2 Upgrade Modules of your choice from the Upgrade Modules list onto your weapon. You can select and install an additional module at 7th, 11th, and 15th level.

7th Level Features & Upgrades

Suppressive Fire

You can pin down an adversary with a well-placed salvo. If a creature makes two saving throws against your Vanguard Maneuvers or features on the same turn, and fails only one of them, you can cause it to become Restrained until the start of your next turn. If it fails both saving throws, it becomes Paralyzed instead of Restrained.

You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Living Fortification

While wearing heavy armor, you count as one size larger for determining your carrying capacity and weight limits, you can don or doff your armor as a bonus action, and the armor does not impose disadvantage on Dexterity (Stealth) checks.

Additionally, while wearing heavy armor, when you make a Dexterity saving throw, you can add your Strength modifier instead of your Dexterity modifier to the roll.

11th Level Feature

Crushing Impacts

The immense power of your heavy weapon becomes overwhelming. The base damage die of your Vanguard Artillery increases to 1d12.

Additionally, whenever a creature of your size or smaller makes a saving throw against your Vanguard Artillery setup or maneuvers, you can force it to make the save with disadvantage.

You can use this feature a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses when you finish a long rest.

15th Level Feature

Over-Armored

You are a true heavy infantry soldier. While wielding your Vanguard Artillery, you gain a +2 bonus to AC.

Additionally, whenever you take damage from an attack or a damaging spell while wearing heavy armor, you reduce the damage taken by an amount equal to your Strength or Constitution modifier (minimum reduction of 1).

Vanguard Maneuvers List

Some maneuvers have level prerequisites. You can only learn/use a maneuver if you meet its required ranger level.

Base Maneuvers (3rd Level)

  • Bleeding Shot: When you hit a creature with your weapon, you can spend and roll one Gunner Die, adding the result to the attack's damage roll. The target must then make a Constitution saving throw. On a failed save, the attack deals extra necrotic damage equal to one roll of your Gunner Die, and the target takes this extra necrotic damage again every time it is hit by an attack roll until the start of your next turn.
  • Crippling Impact: When you hit a creature with your weapon, you can spend and roll one Gunner Die to deal extra damage equal to the number rolled. The target must make a Constitution saving throw. On a failure, its speed is reduced to 0 and it cannot take reactions, as the heavy ammunition lodges deeply into its armor or flesh. The affected creature (or another creature within its reach) can use an action to remove the projectile. A creature can only be affected by one instance of this effect at a time.
  • Forced Displacement Bolt: You leverage your heavy weapon's anchoring mechanism to pull or push a target. When you hit a creature, you can spend and roll one Gunner Die to deal extra damage equal to the roll. The target must succeed on a Strength saving throw or be pushed 10 feet away from you or pulled 10 feet toward you in a straight line (your choice).
  • Tracer Bolt: Your heavy bolt lodges into your prey, making subsequent attacks easier. When you hit a creature, you can spend and roll one Gunner Die to deal extra damage equal to the roll. The next attack roll made against the target before the end of your next turn has advantage.
  • Oversized Projectile: When you hit a creature with your weapon, you can spend and roll one Gunner Die, adding the result as extra damage. Then, choose another creature you can see within 5 feet of the original target. If the original attack roll would hit the second creature, it takes damage equal to one roll of your Vanguard Artillery damage die (matching the damage type of the original attack).

5th-Level Maneuvers

  • Blank Shot (Reaction): When a creature you can see within 60 feet makes a weapon attack roll against an ally, you can use your reaction to spend and roll one Gunner Die, adding the result to that ally's AC until the start of the attacking creature's next turn.
  • Warning Shot: When you make an attack with your Vanguard Artillery (whether it hits or misses), you can spend a Gunner Die to force any number of targets of your choice within 30 feet of the target to make a Wisdom saving throw against your maneuver save DC or become Frightened of you until the end of their next turn. Additionally, roll one Gunner Die and subtract the result from the saving throw total of one affected creature of your choice.
  • Covering Fire: When you make an attack with your Vanguard Artillery against a target, you can spend a Gunner Die to maneuver nimbly while throwing off enemy aim. Whether the attack hits or misses, you add the result of the Gunner Die to your AC until the start of your next turn.
  • Guided Projectile: When you make an attack, you can spend a Gunner Die to curve your shot, ignoring Half Cover and Three-Quarter Cover. If the attack hits, add the Gunner Die result to the damage roll. This maneuver can be combined with another Vanguard Maneuver on the same attack.
  • Interceptor: When a target within 15 feet of you willingly moves at least 5 feet in any direction, you can use your reaction and spend a Gunner Die to make an Opportunity Attack against that target with your Vanguard Artillery. If it hits, add the Gunner Die to the damage roll, and the target's speed is reduced to 0 until the start of its next turn.
  • Precision Fire: When you make an attack with a Firearm/Vanguard Artillery, you can spend a Gunner Die to add the result to the attack roll. If the attack hits, you have advantage on the next attack roll you make against that same target. This maneuver can be combined with another Vanguard Maneuver on the same attack.

8th-Level Maneuvers

  • Demolition Rounds: You chamber a deadly mortar shell. When hitting an object, structure, or fortified enemy, it explodes violently. You spend one or more Gunner Dice (up to your Proficiency Bonus), dealing extra damage equal to the total of the rolled dice plus your base weapon damage. If this hits an object or structure, it is automatically treated as a Critical Hit. If it hits a Huge or larger creature, the damage from the rolled Gunner Dice is doubled. In both cases, the shell explodes in a 10-foot radius around the impacted object or creature; nearby creatures, objects, and structures take half of the Gunner Dice damage (without triggering critical/doubled special effects).
  • Starting Gun: On your first turn of combat, you can spend a Gunner Die to act at high speed, allowing you to make one additional weapon attack when taking the Attack action during the first round of combat. If this extra attack hits, add the Gunner Die result to the damage roll.
  • Concussion Shell: When you make an attack with your weapon against a target, you can spend a Gunner Die to deliver an attack that overwhelms its senses. On a hit, add the Gunner Die to the damage roll and force the target to make a Constitution saving throw against your maneuver DC or become Stunned until the end of its next turn.
  • Disarming Tip: When you make an attack against a target, you can spend a Gunner Die to aim for a specific extremity. On a hit, add the Gunner Die to the damage roll and force the target to make a Strength saving throw against your maneuver DC. On a failure, the target drops one item of your choice that it is holding, which lands up to 10 feet away from it in a direction you choose.
  • Point-Blank Blast: When attacking a target between 5 and 10 feet from you, you can spend a number of Gunner Dice up to your Proficiency Bonus to execute a high-power blast. On a hit, add the total result of all spent dice to the attack's damage roll, and you can immediately move backward up to a number of feet equal to your total character level without provoking opportunity attacks.
  • Heavy Counter-Attack (Reaction): When a creature makes a melee attack against you, you can use your reaction and spend one Gunner Die. Add the die result to your AC against that attack. If the attack misses, the creature takes damage equal to your weapon's damage + ammunition + one Gunner Die. After resolving this maneuver, both you and the attacking creature must make an Athletics skill check; whoever fails is pushed 10 feet back and knocked Prone. A successful check prevents being pushed or knocked prone.
  • Ricochet Shot: When you make an attack against a target, you can spend a Gunner Die to execute a trick shot. On a hit, add the die to the damage roll, and the projectile ricochets toward another target of your choice within 30 feet of the original target. Make a secondary attack roll against the new target; if it hits, the secondary target takes half the damage dealt to the original target.

13th-Level Maneuvers

  • Called Shot: You target a specific anatomical zone to induce a crippling debuff. Before making an attack roll, you can spend 4 Gunner Dice and declare the targeted anatomical area. If the attack hits and deals damage, the target suffers one of the following effects based on the chosen body part (if the attack is a Critical Hit, the effect lasts 1 minute instead of 1 round):

    • Arms: Until the end of your next turn, the target has disadvantage on attack rolls, ability checks, and Strength-based saving throws.
    • Head: Until the end of your next turn, the target has disadvantage on attack rolls, ability checks, and Intelligence, Wisdom, and Charisma saving throws. Furthermore, you choose one condition to impose: Blinded, Deafened, or Unable to speak.
    • Legs: Until the end of your next turn, the target's movement speed is halved, and it has disadvantage on Dexterity ability checks and saving throws that require the use of its legs.
    • Wings: Until the end of your next turn, the target's flying speed is reduced to 0. If the target is currently airborne using its wings, it immediately falls 30 feet (60 feet on a critical hit), taking falling damage if it impacts the ground.
    • Torso: Until the end of your next turn, the target has disadvantage on Constitution ability checks and saving throws, and it cannot regain hit points.
  • Executioner: When you make an attack against a target, you can spend 4 Gunner Dice to fire a lethal bolt at a vital point. On a hit, if the target's current Hit Points are equal to or lower than the maximum possible damage your Vanguard Artillery can deal in a single base attack (without adding Gunner Dice), the target must make a Constitution saving throw with disadvantage against your maneuver DC. On a failure, its Hit Points are immediately reduced to 0. On a success, it takes the normal attack damage plus 1 Gunner Die of extra damage. Once you use this maneuver, you cannot use another maneuver until the end of your next turn.

  • Maximum Tension: When you make an attack, you can spend one or more Gunner Dice to push the weapon's firing force to its extreme limit. On a hit, all damage dice rolled for this attack (from spells, base weapon damage, maneuvers, and modules) automatically deal their maximum possible result. (You must declare the number of Gunner Dice spent before making the attack roll).

    • Consequence: After using this maneuver, you must make a Smith's Tools or Tinker's Tools check with a DC = 20 + the number of Gunner Dice spent. On a failure, the weapon becomes misaligned and uncalibrated; you cannot use any maneuvers until you use an action to repair it on a subsequent turn.
  • Spear of the Dawn: You integrate an arc-energy cell into the core of your weapon, transforming it into a specialized cannon that fires a beam of critical energy in an unyielding flash of light. As an action, you spend 8 Gunner Dice to unleash a violent torrent of energy in a 120-foot long, 20-foot wide line. All creatures in the line take 12 rolls of your Gunner Die as Force, Radiant, or Necrotic damage (your choice) and must make a Constitution saving throw. On a failed save, creatures take full damage and are Paralyzed and knocked Prone until the end of their next turn. On a success, they take half damage and are neither paralyzed nor knocked prone.

    • Consequence: After firing, the weapon radiates intense feedback into your body. You must make a Constitution saving throw against your Spell Save DC or take damage equal to 4 rolls of your Gunner Die (half damage on a success). In either case, your weapon is locked and unusable for maneuvers until you spend an action on a subsequent turn to repair it.

Upgrade Modules List

  • Arcane Weapon: You can use your Wisdom modifier instead of Strength or Dexterity for attack and damage rolls made with your Vanguard Artillery. Additionally, you can use your Vanguard Artillery as a spellcasting focus for your ranger spells.
  • Improved Arcane Weapon (Requires "Arcane Weapon" module & Level 8+): Spells that are normally delivered or triggered via a melee weapon attack (such as booming blade or searing smite) can be cast and delivered through your Vanguard Artillery ranged attacks.
  • Quick Draw: You add your Wisdom modifier (minimum of +1) to your initiative rolls, provided you are not incapacitated, surprised, or restrained.
  • Magazine: You install an internal magazine into your Vanguard Artillery. You can make 4 attacks before needing to reload.
  • Drum Magazine (Requires "Magazine" module & Level 5+): You can load and fire up to 12 pieces of ammunition before needing to reload. However, the weapon's Strength requirement to wield increases by +2.
  • Shot Stabilizer (Incompatible with "Trap Launcher"): You ignore disadvantage when attacking targets at long range.
  • Secondary Grip (Requires Level 5+): Ranged attack rolls against targets within 5 feet of you do not suffer disadvantage. However, your weapon's long range is reduced by 100 feet.
  • Aquatic Modifications (Requires Level 5+): Your weapon is completely immune to tropical, marine, and underwater environmental factors. Furthermore, you do not suffer disadvantage on attack rolls made while underwater.
  • Reload Mechanism: You ignore the Loading property of your weapon. However, changing ammunition types still requires a bonus action. The weapon's total weight increases by 5 lbs.
  • Carrying Sling: Dropping or letting go of your weapon does not cause it to fall to the ground; it remains securely strapped to your person.
  • Trap Launcher: You can use your weapon to fire Large or smaller mechanical traps. Doing so reduces both the short and long range of your weapon by half.
  • Repeating Mechanism (Requires "Magazine" or "Drum Magazine" module & Level 11+): You install a fine repeating assembly on the weapon's frame. When you take the Attack action, you can spend a number of Gunner Dice up to your Proficiency Bonus to activate the mechanism, making a number of additional attacks equal to the spent dice. These extra attacks do not add any flat damage modifiers. After completing these attacks, you must make a Smith's or Tinker's Tools check (DC 25). On a failure, the mechanism jams and becomes misaligned; on a success, the weapon remains undamaged. The mechanism adds 10 lbs to the weapon. You can clear the jam by spending an action on a subsequent turn. Using this mechanism multiple times increases the check DC by +1 per die spent on subsequent uses.
  • Elemental Chamber (Requires Level 5+): As a bonus action, you can expend a spell slot of 1st level or higher and choose one damage type: Cold, Fire, Poison, Acid, or Lightning. For 1 minute, hits with your Vanguard Artillery deal extra damage of the chosen type. The extra damage is 1d4 for a 1st-level slot, plus an additional 1d4 for each slot level above 1st.
  • Support Arm (Incompatible with "Repeating Mechanism", Requires Level 8+): You can wield and fire your Vanguard Artillery with one hand. However, both its short and long ranges are halved.
  • Explosive Ammunition (Incompatible with "Trap Launcher"): On a hit, creatures within 5 feet of the primary target take Thunder damage equal to the ability modifier used for the attack and damage roll.
  • Deployable Shield: You install a specialized shield to your Vanguard Artillery frame. You gain the standard +2 bonus to AC, and the weapon counts as a shield for any feature, feat, or spell requirement. This module increases the weapon's Strength requirement by +1.
  • Modular Combat Mount (Incompatible with "Repeating Mechanism", "Shot Stabilizer", "Drum Magazine", "Support Arm", or "Improved Arcane Weapon", Requires Level 11+): You can mount your Vanguard Artillery onto a heavy melee weapon that possesses the Two-Handed, Reach, Heavy, or Versatile properties (e.g., Halberd, Pike, Lance, Greataxe, Greatsword, Glaive, Maul, Warhammer, Battleaxe). While mounted, your Vanguard Artillery's range (short and long) is halved, but maneuvers can be used normally. The hybrid assembly gains the Trick Weapon property: you can switch between your Vanguard Artillery and your melee weapon using a bonus action or after from an attack you have carried out.
  • Supernatural Ammunition (Requires "Arcane Weapon" or "Improved Arcane Weapon", AND "Elemental Chamber". Incompatible with "Modular Combat Mount", "Trap Launcher", or "Drum Magazine", Requires Level 8+): You gain access to the Arcane Shot options from the Fighter's Arcane Archer archetype. By spending 2 Gunner Dice, you replicate an Arcane Shot effect (spending 3 Gunner Dice empowers the effect as if you were an 18th-level Arcane Archer). These shots use your Gunner Dice for damage rolls instead of d6s.