Base Class: Wizard
These wizards create their own magical muskets/pistols to be used in combat. They create their own ammo and this ammo is their spell slots. The weapon can only be fired by following the spell slot rules. Meaning if fired without spell slots a need to fix so called weapon will be needed, think of this as durability.
Spell Ammo Craft
2nd-level Rifleer feature
Gain proficiency in crafting of ammo, spell scrolls, and Magical Rifles/Pistols that can be only used by Rifleers' within Reason of DM.
Proficiency's
You gain Proficiency in Firearms, Light armor, Simple Weapons
Utility Shot
6th-level Rifleer feature
You can craft special ammo taht result in benefiting allies based upon what gem is used.
Depending on how expensive gem is results in how much ammo you will have. 25 gold pieces per a bullet.
Example = a Quartz is worth 50gp so you can make 2 white ammunitions out of it.
Gems can be changed upon DM's digression, resulting a Black Quartz or a Red Quartz which will change the colors.
- Green = A small heal = Cure wounds spell without touch
- Red = An addictive additive = An Extra attack is made, however roll a con saving throw = 13*, if fail lose an action instead.
*Saving can be changed anytime upon DM's digression, resulting in either harder or easier passes, can be removed entirely as well for balance's sake.
- Blue = Gain an Aura* = Gain either Aura of life, Aura of Purity, or Aura of Vitality, however theses auras only last 2 rounds.
Aura can be changed depending on what the Gemstone looks like following this easy chart.
Purified/Holy = Aura of Purity
Glistening/Shiny = Aura of Life
Strong/Vibrant = Aura of Vitality
- Orange = Empowerment = Gain 1 D4 added to all attacks for 2 rounds, and yes can be double by crits.
- Yellow = Visionary = Gain 60 ft of Darkvision, if already have Darkvision instead gain 120 Magical Darkvision. Does not see-through Darkness spell. Last 1 hour
- Black = Blindness = Hitting someone will result in Blindness/Deafness spell without Deafness, roll a Con saving throw = 13*, if fail lose eyesight for 2 rounds. can reroll on their turn.
- White = Shield = As a Reaction, you can fire a Shield spell at somebody how has been hit by an attack. Only last for that 1 hit. cannot be stacked.
- Purple = Wall = Shooting this bullet into any area can result in a 20 ft long x 20 ft high x 1 ft thick wall
This is a force wall, level 1, it can be dispelled, it cannot be passed through by anybody, is see-through, and has 20 hp and an AC 10, Does not do dmg.
Black
- Black = Blindness = Hitting someone will result in Blindness/Deafness spell without Deafness, roll a Con saving throw = 13*, if fail lose eyesight for 2 rounds. can reroll on their turn.
Blue
- Blue = Gain an Aura* = Gain either Aura of life, Aura of Purity, or Aura of Vitality, however theses auras only last 2 rounds.
Aura can be changed depending on what the Gemstone looks like following this easy chart.
Purified/Holy = Aura of Purity
Glistening/Shiny = Aura of Life
Strong/Vibrant = Aura of Vitality
Green
- Green = A small heal = Cure wounds spell without touch
Orange
- Orange = Empowerment = Gain 1 D4 added to all attacks for 2 rounds, and yes can be double by crits.
Purple
- Purple = Wall = Shooting this bullet into any area can result in a 20 ft long x 20 ft high x 1 ft thick wall
This is a force wall, level 1, it can be dispelled, it cannot be passed through by anybody, is see-through, and has 20 hp and an AC 10, Does not do dmg.
Red
- Red = An addictive additive = An Extra attack is made, however roll a con saving throw = 13*, if fail lose an action instead.
*Saving can be changed anytime upon DM's digression, resulting in either harder or easier passes, can be removed entirely as well for balance's sake.
White
- White = Shield = As a Reaction, you can fire a Shield spell at somebody how has been hit by an attack. Only last for that 1 hit. cannot be stacked.
Yellow
- Yellow = Visionary = Gain 60 ft of Darkvision, if already have Darkvision instead gain 120 Magical Darkvision. Does not see-through Darkness spell. Last 1 hour
Steady, Aim, Fire
10th-level Rifleer feature
If you have not moved for an entire turn either by an ally or enemy, you gain advantage on your next Attack involving the rifle.
Overcharge
14th-level Rifleer feature
You gain to ability to Overcharge your Rifle equal to your Wisdom Modifier.
Resulting in 2 spell attacks instead of one for that round.
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