Wizard
Base Class: Wizard

Some wizards seek to empower their firearms with their magic. Wizards who practice Spell Shooting are common among humans, though there are non-human Spell Shots as well.

In combat, Spell Shots are able to focus their magic into their firearms in order to create extremally explosive and intricate attacks. Spell Shots are often quite ostentatious with their abilities, and therefore often draw a crowd when displaying their gifts.

Firearm Proficiency

2nd-level Spell Shot Feature

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

Gunsmith

2nd-level Spell Shot Feature

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)

Spell-slinger

2nd-level Spell Shot Feature

You learn to perform powerful spell shots to disable or damage your opponents using your firearms.

Spell Shots. You learn two spell shots of your choice, which are detailed under “Spell Shots” below. Many charms enhance an attack in some way. Each use of a spell shot must be declared before the attack roll is made. You can use only one spell shot per attack.

You learn an additional spell shot of your choice at 6th, 10th, 14th, and 18th level. Each time you learn a new spell shot, you can also replace one spell shot you know with a different one.

Charm. You gain a number of charm points equal to your Intelligence modifier (minimum of 1). You regain 1 expended charm point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended charm points after a short or long rest.

Saving Throws. Some of your spell shots require your targets to make a saving throw to resist the spell shot’s effects. The saving throw DC is calculated as follows:

   Spell Shot save DC = 8 + your proficiency bonus + your Dexterity modifier

Firearm Bond

2nd-level Spell Shot Feature

At 2nd level, you learn a ritual that creates a magical bond between yourself and one firearm. You perform the ritual over the course of 1 hour, which can be done during a short rest. The firearm must be within your reach throughout the ritual, at the conclusion of which you touch the firearm and forge the bond.

Once you have bonded a firearm to yourself, you can’t be disarmed of that firearm unless you are incapacitated. If it is on the same plane of existence, you can summon that firearm as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded firearms, but can summon only one at a time with your bonus action. If you attempt to bond with a third firearm, you must break the bond with one of the other two.

You can use your bonded firearm as a spellcasting focus for your Wizard spells.

Focus Fire

6th-level Spell Shot feature

You can focus your magical ability into your firearms, provided that you aren’t wearing medium or heavy armor or using a shield. Doing so enhances your combat prowess with speed, precision, and maneuverability.

You can use a bonus action to expend two charm points and start Focus Fire, which lasts for 1 minute. It ends early if you are incapacitated or if you don medium or heavy armor or a shield. You can also dismiss Focus Fire at any time (no action required).

While your Focus Fire is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
  • You can attack twice, instead of once, whenever you take the Attack action on your turn.
  • You can make a DC 13 Dexterity check to reload any firearm as a bonus action.

Quickdraw Magic

6th-level Spell Shot Feature

When you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Magical Mending

10th-level Spell Shot Feature

You learn how to magically attempt to fix a jammed gun. You can spend a charm point to make an [ability]Arcana[/ability] check (DC 10 + misfire score) to attempt to repair a misfired (but not broken) firearm as a bonus action.

Master Blaster

14th-level Spell Shot feature

You can add your Intelligence modifier (minimum of +1) to the damage of your firearm attacks while your Focus Fire is active.

Spell Shots

These spell shots are presented in alphabetical order.

Blazing Shot

When you make a firearm attack against a creature, you can expend one charm point. On a hit, the creature takes the weapon's normal damage plus an additional 1d8 fire damage and is ignited. The creature continues to take 1d8 fire damage at the end of each of it's turns until it uses an action to extinguish the flames.

Disappearing Shot

When you make a firearm attack against a creature, you can expend one or more charm points. For each charm point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, the ammunition disappears in the air before hitting the target and deals no damage on this turn. On each subsequent round up to the number of charm points spent, the piece of ammunition reappears and deals the weapons normal damage plus one additional damage die.

Flare Shot

You expend one charm point and make a firearm attack. Once the projectile has hit a solid object or has travelled 60 feet, it deals no damage and explodes in a flash of light. The light sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and remains in place for 10 minutes. A creature must make a Constitution saving throw if it is within 10 feet of the light when it appears or if it enters a space within 10 feet of the light or ends it's turn there, or be blinded until the end of it's next turn.

Freezing Shot

When you make a firearm attack against a creature, you can expend one charm point. On a hit, the creature takes the weapon's normal damage and must make a STR saving throw. On a failed save, the creature takes an additional 2d8 cold damage and becomes restrained until the start of your next turn. On a successful save, the creature takes half as much cold damage and is not restrained.

Lightning Shot

When you make a firearm attack against a creature, you can expend one charm point to transform the weapon's ammunition into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a Dexterity saving throw, taking 2d8 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a piece of ammunition when it reaches the target. Make a ranged weapon attack against the target. The attack gains a +1 to the firearm’s misfire score. On a hit, the target takes damage from the ammunition plus 3d8 lightning damage.

Misty Shot

When you make a firearm attack, you can expend one charm point. On a hit, you are briefly surrounded by silvery mist and you teleport yourself up to 30 feet to an unoccupied space you can see.

Siphon Shot

When you make a firearm attack, you can expend one charm point. On a hit, the creature takes the weapon's normal damage plus 3d8 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt.

Teleporting Shot

When you make a firearm attack, you can expend one charm point. On a hit, the target must make a Wisdom saving throw or be teleported to an empty space of your choice within 30 ft of them.

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