Base Class: Sorcerer
From birth, you gain access to the inherent magic that runs through your family or happened upon a source of nature, wild magic. However, you've learned that gunpowder gets a message across a lot quicker than some silly symbols. Through sweat, experimentation, and creativity you've been able to use your inherent magic to enhance your abilities as a gunslinger.
Gunsmith
Starting at 1st level, you gain proficiency with Tinker's Tools and Firearms. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Explosive . Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate or bounces away harmlessly before doing so.
Ammunition. All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its unique ammunition and is generally sold or crafted in batches listed below next to the price.
Magical Marksman
Starting at 1st level, you learn to combine your inherent magic with your weapon to perform magical trick shots.
Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.
You learn an additional trick shot of your choice at 6th, 11th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
The effects of all the trick shots only affect the target if the attack hits. Also, you must announce that you are using a trick shot, and which one you are using before you roll to hit.
Saving Throws.
Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
DC= 8+your proficiency bonus + your Dexterity modifier.
Blinding Shot
Magical darkness rushes out after the bullet and attempts to blind the target. You can spend one sorcery point to force the target to make a Wisdom saving throw or be blinded by localized magical darkness until the beginning of your next turn.
Deafing Shot
By spending one sorcery point, the target must make a Constitution saving throw or be deafen until the beginning of your next turn.
Elemental Shot
You can spend one sorcery point to make the shot deal a certain type of elemental damage instead of the normal piercing damage. You can choose one of the following elements: Acid, Cold, Fire, Lightning, Necrotic, Radiant, or Thunder.
Flaring Shot
You can magically alter a bullet into a flare. By spending three sorcery points, your to-hit is decreased by 5. If you hit the target you deal the damage of the bullet and 1d6 fire damage, and on a failed Dexterity saving throw the target is ignited. At the start of the target's next turn, they take 1d6 fire damage and can try to make the dexterity saving throw at the end of their turn.
Muting Shot
You can spend one sorcery point to reinforce a bullet for energy that mutes the target on a failed Wisdom saving throw until the beginning of your next turn.
Power Shot
Enfuse the gunpowder in your weapon with evocation magic to make your shot more powerful. For each sorcery point spent, your attack gains +2 to the misfire score, and if the weapon misfires it breaks and deals 1d4 bludgeoning damage to you. If the attack hits, you can roll one additional weapon damage dice per sorcery point spent.
Slient Shot
Disguise the loud crack of your gun with your magic. You can spend one sorcery point to silence your shot.
Winded Shot
You can infuse a shot with enough magical force to knock the wind out of a target. Spending two sorcery points, you can force the target to make a Constitution saving throw on a hit to miss their turn on a fail.
Bullet Enchantment
Starting at the 6th level, you've learned how to enhance your bullets with magical effects. You can spend an hour to make 1 (or 1d4 if the spell is a cantrip) magical bullet(s) that are enhanced with one of the following spells:
Cantrip. Friends, Light, Shocking Grasp
1st. Disguise Self, Feather Fall, Jump
2nd. Enlarge\Reduce, Hold Person, Suggestion
3rd. Catnap, Gaseous Form, Protection from Energy
4th. Charm Monster, Dominate Beast, Polymorph
5th. Dominate Person, Hold Person
6th. Disintegrate
If you would like to enchant a bullet with a spell on the list, it is up to the DM's discretion. You must know the spell to enchant a bullet with it, and it does consume a spell slot (except for cantrips). If the spell requires components they are consumed during the enchantment process. These bullets do no do have impact damage, but the effect could do damage. The enchantment of the bullets loses their enchantment after 24 hours.
Extra Attack
Beginning at 6th 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 11th level
Expert Marksman
Your ability as a marksman has improved greatly since you've started. Beginning at level 14, you gain the following benefits:
You can spend a sorcery point to attempt to magically repair a misfired (but not broken) firearm as a bonus action. If you spend more than one sorcery point, the DC to repair your weapon is decreased by that number.
You can stow a firearm, then draw another firearm as a single object interaction on your turn.
You can reload any firearm as a bonus action
Firing Squad
You have not only become a master marksman, but you've also become a master sorcerer. Tapping into the wild magic energy found in all sorcerers, you have learned how to shatter your aspect into two exact duplicates of yourself. Starting at 18th level, as an action for one minute you can split your aspect into two exact copies of your being. The illusion appears in an unoccupied space that you can see within 30 feet to a space you can see, but must remain within 120 ft. of you.
For the duration, you can cast a spell or fire through your gun as though you were in the space, but you must use your own senses. Your duplicates act on your turn. If you cast a spell or fire a bullet through your duplicate, the duplicate disappears after the casting/firing. When firing your gun, you can only use regular bullets and it does not consume one of your bullets; however, you can use one of the traits from magical marksman and it does consume a sorcery point.
If your duplicates are within five feet when a creature makes an attack on you and hits roll a d6. If both duplicates are within 5 ft. of you the attack hits you on a 1-2, but hits and destroys one of your duplicates otherwise. If only one of your duplicates is near you the attack hits you on a 1-3, but hits and destroys one of your duplicates otherwise.
This feature resets after a long rest.
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