Base Class: Wizard
The Arcane firearms were a lost craft due to the spellplague eradicating much of the workshops and the blue fire warping the devices to the point of being unusable.
Recently, Wizards have rediscovered the ability to craft and use this lost arcana.
Arcane Gunner's Training
When adopting this tradition at the 2nd level, you gain proficiency in all firearms, as well as gunsmith's tools. You gain proficiency in light armor.
You can use a firearm as an arcane focus. It still functions as a regular firearm would, and can fire mundane ammunition. Such a gun is bound to you, through a 1-hour ritual (similar to the Eldritch Knight's Weapon Bond). You may bind up to two such firearms as Arcane Foci. These are your designated Arcane Guns. These weapons are considered magical for the purposes of overcoming resistance and immunity.
You can use your arcane gun to cast damage-dealing spells that use ranged attack rolls, or have cone or line or radius zone of effects. While doing so, the gun's inherent attack and damage rolls, and bonuses apply (attack roll bonuses are applied to saving throw DCs, an vice-versa- where applicable). Mundane attacks use dexterity, spell shots use Intelligence. Magic Missile may also be fired through the gun.
Arcane Shot
At the 6th level, you can expend a spell slot as a bonus action to create an arcane round in the barrel of your Arcane Gun. An Arcane Gun can only have one such shot in it at a time. The next shot fired from the weapon in the next 10 minutes will fire this stored energy.
This attack has a range of 200 feet, uses your Intelligence modifier, deals a type of damage that you choose upon creating the round (acid, cold, fire, force, lightning, necrotic, poison, radiant, or thunder) and deals 1d10 damage per spell slot expended (maximum 5th level), in addition to your Intelligence modifier. This counts as a ranged weapon attack, as well as casting a wizard spell.
Enhanced Shot
At 10th level, your Arcane Gun has a +1 bonus to attack and damage rolls. When using your Arcane Shot feature, you score a critical hit on a 19-20, and deal an additional 1d10 damage.
Empowered Gun
At the 14th level, spells cast through your arcane gun ignore a creature's resistances (elemental or magic). Mundane attacks fired through the gun deal an additional 1d8 force damage.
Comments