Base Class: Wizard
The arcane gunslinger
Gunsmith
At 2nd level, You gain proficiency with all firearms and can repair/create them whenever the DM allows it. (If you have the needed parts)
Infuse Magic
Also at 2nd level, You gain the ability to cast specific leveled spells (Of which you have) onto your firearms. The spell must be either a cantrip or a level 1 spell. This Feature ends after 12 hours of the spell being infused. During a short rest, you can expend a hit die to change the spell. This feature resets upon the completion of a long rest.
At Higher Levels. Whenever you gain a new spell slot higher, you must wait 1 more level to infuse it into your guns. At 10th level, you can infuse 2 spells at the same time.
Aim of The Mage
Starting at 6th level, you can use a spell slot to gain advantage on a firearm attack roll. Additionally, whenever you get a critical hit with a firearm attack, you can use a bonus action to make a spell attack.
Magical Gun-nut
At 10th level, whenever you misfire (get a natural on a firearm attack roll) you can roll a Intelligence saving throw make the gun UN-misfire. In a successful save, you regain a spell slot of levels for or lower.
Deadshot Magic
At 14th level, You can add spell slots of levels 4th or Higher to add to your firearm attack roll.







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Posted Sep 8, 2019Infuse Magic needs to be more detailed in its wording. I've already discussed it with some friends and they see it differently, but from the usage of Infuse it points to adding damage spells onto the normal damage of your shot. So say you cast Firebolt onto a normal Pistol, that's 1d10 Fire +1d10 Piercing basing it entirely on the usage of the word Infuse.
It's an awesome subclass but you need to word it a but better to avoid confusion like that...just in case...