Base Class: Wizard
Not all magic is about tradition, ancient orders, and old men in robes with long white beards, pointy hats, and sticks with knobs on the end. Magic is a science, and to truly push the boundaries of arcane knowledge must learn to borrow from the developments in other sciences. New knowledge, new tools, and new ideas are vital to avoiding stagnation and decay.
Spellslingers use their firearms to cast magic, and in turn learn to apply the arcane traditions to their weapons, thereby fusing the two practices and making them greater than the sum of their parts. Many an unwary bandit or highwayman have set upon what they thought to be a defenceless scholar, lost in books, only to suddenly be filled with six barrels of hot magical lead.
Firearm Proficiency
Starting when you choose this tradition at 2nd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
You may have multiple firearms, but one is also designated as your arcane focus. Spells must be cast through this firearm, and if it misfires then you are unable to cast any spells except for the Mending cantrip to repair it. If your arcane focus is rendered broken by a failed repair check with Tinker's Tools, then the Mending cantrip cannot repair it and it must be manually repaired out of combat at a quarter of the cost of the firearm. Regular ammunition fired by your arcane focus firearm does not count as magical damage, unless the original firearm had magical properties.
Gunsmith
Upon choosing this school at 2nd level, you gain proficiency with Tinker’s Tools. 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.
Firearm Properties
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 own unique ammunition and is generally sold or crafted in batches listed below next to the price.
Firearms
| Name | Cost | Ammo | Damage | Weight | Range | Properties |
|---|---|---|---|---|---|---|
| Palm Pistol | 50g | 2g (20) | 1d8 piercing | 1 lb. | (40/160) | |
| Pistol | 150g | 4g (20) | 1d10 piercing | 3 lb. | (60/240) | |
| Musket | 300g | 5g (20) | 1d12 piercing | 10 lb. | (120/480) |
|
| Pepperbox | 250g | 4g (20) | 1d10 piercing | 5 lb. | (80/320) | |
| Blunderbuss | 300g | 5g (5) | 2d8 piercing | 10 lb. | (15/60) | |
| Bad News | Crafted | 10g (5) | 2d12 piercing | 25 lb. | (200/800) |
|
| Hand Mortar | Crafted | 10g (1) | 2d8 fire | 10 lb. | (30/60) |
Sorcerous Shoot-out
2nd-level Spellslinging feature
You can a magical state called the Shoot-out, provided that you aren’t wearing medium or heavy armor or using a shield. It grants you supernatural dexterity, agility, and focus.
You can use a bonus action to start the Shoot-out, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if your weapon misfires. You can also dismiss the Shoot-out at any time (no action required).
While the Shoot-out is active, you gain the following benefits:
- You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
- You may cast the Mending cantrip with a time of one action to repair a firearm without a Tinker's Tools check.
- You have advantage on Dexterity (Acrobatics) checks.
- You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
- Your weapons do not require an action to reload, however they can still only be fired up to their reload score in a single turn. Only regular ammunition can be fired in this way unless you spend 1 attack or 1 action to load special ammunition.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Extra Attack
6th-level Spellslinging feature
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
You may also designate a second firearm as an arcane focus. The cost for producing a second focus is significantly higher, and to craft a new arcane focus firearm from scratch will cost double that of a standard firearm of the same type. To modify an existing firearm will cost the full base cost of the weapon.
Arcane ammunition
10th-level Spellslinging feature
Your expertise in both the engineering of firearms and channelling your magic through them has grown significantly, and you can now craft magical ammunition. The crafting cost of such ammunition is quadruple the basic crafting cost for your firearm type, and (at DM's discretion) may require specific components which must first be sourced, such as phosphorous or magnesium.
All attacks made with magical ammunition count as magical damage, and have a variety of extra effects outlined below. However, the use of magical ammunition doubles the misfire score of a given weapon.
| Ammunition | Effect |
|---|---|
| Tracer | +1d6 radiant damage, the next attack on the creature is made with advantage |
| Incendiary | +2d6 fire damage |
| Toxic | +2d6 poison damage |
| Telekinetic | Target must make a Strength saving throw (DC 8 + PB + INT or DEX modifier), on a fail is pushed 15 feet away |
| Piercing | +1d6 piercing damage, if another target is in line of the shot and within 15 feet then they must make a Dexterity saving throw (DC 8 + PB + INT or DEX modifier) to avoid the attack's full damage. On a successful save, they take no damage. |
High Noon
14th-level Spellslinging feature
You may make an attack on every creature within range of your firearm, up to the number of your firearms current ammunition capacity. You may use this feature a number of times up to half of your Intelligence modifier (minimum of 1). You regain all expended uses on a long rest.
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