Base Class: Wizard
.
Firearm Proficiency
Starting when you choose this tradition at 2nd level, you gain proficiency with firearms
Arcane craft
Additionally at 2 level, you can cast mending as an action to end the jammed effect on a firearm, and you do not need material components to do so. The jammed effect is listed toward the end of this feature You can also expend a spell slot to create an amount of ammunition equal to 10 X the level of spell slot you expend. Below are a variant set of rules and types of firearms
Alternate Firearms Rules
|
Item |
Cost |
Damage |
Weight |
Properties |
|
Bullets (ammunition) |
5gp |
N/A |
2lb. |
N/A |
|
Mini pistol |
200gp |
1d6 piercing |
3lb. |
Ammunition (range 60/130), light, reload (4) |
|
Pistol |
300gp |
1d8 piercing |
4lb. |
Ammunition (range 80/200), reload (6) |
|
Blunderbuss |
400gp |
1d8 piercing |
5lb. |
Ammunition (range 30/80), reload (8) versatile (1d10) |
|
Musket |
500gp |
1d10 piercing |
18lb. |
Ammunition (range 100/400), reload (10), two-handed |
|
Gattling gun |
1000gp |
1d12 piercing |
85lb. |
Ammunition (range 100/550), reload (25), quick-fire - 5, turreted, two-handed, |
|
Grenade (20) |
150gp |
2d4 piercing + 1d8 fire |
1lb. |
Special, Thrown (range 20/60) |
|
Grenade launcher |
1000gp |
N/A |
18lb. |
Ammunition [grenades] (range 100/350), reload (12), turreted |
New properties:
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 1 free hand to reload a firearm.
Turreted. The weapon with this property can be placed on a turret or stand to increase its range by 50ft.
Special weapons:
Gattling gun. Every time you make an attack with this weapon, you can choose shoot up to 5 shots at once. If you shoot more than once, this weapon requires 1 action to cooldown. If the user has the extra attack feature and has 1 or more attacks left as that action, it requires the rest of that attack action instead.
Grenade. This weapon does its damage to all creatures within a 15ft. cube at the end of the round it is thrown. A creature can use a reaction to make a wisdom (perception) check to see where the weapon is or can choose to make a dexterity saving throw if they are in range (DC equal to your spell save DC) taking half damage on a successful saving throw.
Jammed effect. As firearms are a newer invention in Excelbia, there is a higher chance of a gun being damaged. Whenever you attack with a firearm, roll a d20. If you land a 1-5, your gun becomes jammed and can only be fixed with tinker’s tools or by casting mending on it. If you land a 15-17, you gain immunity from this dice roll the next time you attack with a firearm. If you land an 18-20, you gain immunity from this dice roll the next 3 times you attack with this firearm. Advantage, disadvantage, and other features such as Bardic Inspiration can be applied to this roll.
Shoot Spells
Starting at 6 level, your firearms can now be used as your spellcasting focus. You can also learn an amount of the following spells equal to half your wizard level (rounded down). If the spell is 1 level or higher, it is added to your spellbook free of charged and prepared automatically:
.Chill Touch
.Eldritch Blast
.Fire Bolt
.Poison Spray
.Ray of Frost
.Sacred Flame
.Chromatic Orb
.Magic Missile
.Witch Bolt
.Melf’s Acid Arrow
Magical firearms
Starting at 10 level, you may use your spell attack bonus for your attack and damage bonus with firearm attacks. Additionally, every time you take the Attack action with your firearm or cast a spell with it, you can make another attack with your firearm.
Ultimate Marksman
Starting at 14 level, you gain the following benefits
. You gain advantage with all firearm attacks, no matter the range
. You can double the damage dice for firearm attacks
. You can now expend spell slots to summon magical bullets that change the type of damage. The amount you summon equals 20 X the spell slot level:
Rainbow bullets - random (1d10)
1 - Red bullets – fire damage
2 - Blue bullets – cold damage
3 - Yellow bullets – lightning damage
5 - Green bullets – acid damage
6 - Purple bullets – poison damage
7 - Orange bullets – radiant damage
8 - Black bullets – Necrotic damage
9 - White bullets – Force damage
10 - Pink bullets - Psychic damage
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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1/8/2023 12:14:19 PM
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5
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1
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1.0
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Coming Soon
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1/8/2023 12:20:07 PM
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5
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1
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1.1
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Coming Soon
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