Base Class: Wizard
Mage Marksmen are a key asset on any battlefield. Devoting years to the combination of guns and magic, they are able to support allies with spells and destroy enemies with barrages of magically enhanced fire and negate return shots. Mage Marksmen use a special Arcane Gun to focus their magical abilities and use those same abilities to boost the effectiveness of their weapon.
Projectile Absorption
At 2nd level, you have learned to weave your magic to absorb incoming energy. When you are hit by a ranged attack, you can use your reaction to gain a +3 bonus to your AC against that attack and until the start of your next turn. Additionally, the first ranged attack that misses as while using this feature gives you 5 temporary hit points.
When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.
Arcane Gun
Starting at 2nd level, whenever you finish a long rest, you can touch one firearm that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. The firearm also counts as a spellcasting focus while being wielded. This benefit can only apply to one firearm at a time and can only be switched to another firearm after a long rest.
Charged Gun
Starting at 6th level, you can store magical energy within your Arcane Gun to later empower your damaging spells or shots. In its stored form, this energy is called a charge.
You can store a maximum number of charges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever a ranged attack misses you while using the Projectile Absorption feature you gain one charge, as you convert and absorb the projectiles energy. Whenever you cast a wizard spell of 1st level or higher with no charges, you gain one charge. If you end a short rest with no charges, you gain one charge.
Once per turn when you deal damage to a creature or object with a wizard spell while holding your Arcane Gun or attacking with your Arcane Gun, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.
Focused Shots
Beginning at 10th level, your focus on spells improves your aim as your magic infuses with your Arcane Gun. While you maintain concentration on a spell, you have a +2 bonus to ranged spell attacks while holding your Arcane Gun and ranged attacks with your Arcane Gun.
Spell Shots
At 14th level, you are able to inscribe runes on your Arcane Gun to cast spells through it. When you prepare spells after a long rest, you may inscribe a number of runes onto your Arcane Gun equal to your intelligence modifier (minimum of 1.) You may assign a spell from the list of spells prepared to these runes. You may assign a spell to as many runes as you want (i.e. fireball on 3 runes, lightning bolt on 1.) Whenever you take the attack action using your Arcane Gun, you may choose to use one of the runes, casting the spell at the target of the Arcane Gun (object or creature.) You must expend a spell slot for that spell and may cast it at a higher level. Even if the attack misses, the spell still takes effect at the targets location. After the rune is used, it disappears and is unable to be used until inscribed again when this feature is used preparing spells. This feature is exempt from the cantrip limitation imposed by Projectile Absorption.
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