Wizard
Base Class: Wizard

Caster was a term referring to a user of mana (a type of "old magic") in the Fixed Star Era. In the Toward Stars Era, Caster refers specifically to an antiquated weapon that fires specialized shells.

According to Ark Manaf, "Caster" once referred to wizards that cast spells using the naturally occurring energy called mana. However, when mana began to dissipate from any given planet, Casters worked to find a way of harnessing the power before it vanished completely.

As a result, the spell gun was created and mana was harnessed in specialized shells that could be fired from the spell gun. However, as time progressed, the use of mana and spell guns became a thing of the past. The term eventually was affixed to the weapon and not the user itself.

Gunsmith

You gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.

You gain proficiency with Tinker’s Tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. You may use them to craft caster shells, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.

Gun Caster Magic

Using your Tinker's Tools, you can create caster shells imbued with your spells. You must have the spell you wish to imbue the shell with prepared and  expend a spell slot of the level which you intend to cast it at. The spell used must be leveled, cause damage or capable of targeting a spell or magical  effect and cannot have the range of touch or require concentration. You also must have either a caster shell casing or the appropriate material components to create one readily available. Once you complete this process the spell is stored at the expended level within the shell until fired through a caster gun.

When you cast a spell using your Gun Caster Magic, you gain the following benefits:

  • You gain a +1 to the spell attack rolls and the saving throw DCs of your spells.
  • You can change the damage type of a spell you stored in a shell, you must have a spell capable of the chosen damage type to use this effect.
  • When you cast a spell centered on a creature, make a spell attack. On a successful hit, the target automatically fails its saving throw against your spell.

The Caster table shows how many shells you have to cast your wizard spells of 1st level and higher. To create one of these shells, you must expend a spell slot of the spell’s level or higher. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the shell to imbue it.

  • 1st Level Spells (MAX 5). 1 each at Levels 2, 4, 6, 8 and 10
  • 2nd Level Spells (MAX 5). 1 each at Levels 4, 8, 12, 16 and 20
  • 3rd Level Spells (MAX 3). 1 each at  Levels 6, 12 and 18
  • 4th Level Spells (MAX 2). 1 each at Levels 8 and 16
  • 5th Level Spells (MAX 2). 1 each at  Levels 10 and 20
  • 6th Level Spells (MAX 1). 1 at 12
  • 7th Level Spells (MAX 1). 1 at 14
  • 8th Level Spells (MAX 1). 1 at 16
  • 9th Level Spells (MAX 1). 1 at 18

Guerrilla Tactics

When you use an action to cast one of your Gun Caster spells, you can use your bonus action to take the Disengage or Dodge action.

Scattershot

As an action, you can load all your remaining 1st- or 2nd- level caster shells imbued with the same spell and unleash them all at once. Each shell can target a different creature within the spell’s range.

Quick Shot

Immediately after you cast a spell using your caster shells that requires an attack roll, you can use your reaction to expend another caster shell equal to half the level (rounded up) of your first shell or less.

Gun Caster Image

Comments

Posts Quoted:
Reply
Clear All Quotes