Wizard
Base Class: Wizard

Some wizards are content with mastering a specific brand of magic, be it illuson or conjuration. Others ( like me ) prefer to leave their options open. An arcane Gunslinger is an individual who has accomplished what many couldnt dream of. They have combined the arcane with technology to produce something that is both terrifying and inspiring when put into effect.

Master of Range

Beginning when you select this archetype at 2nd level, you gain proficiency with renaisscance style firearms. You also gain proficiency with tinkers tools as well as light armour.

Cantrip Shot

When you choose this archetype at 2nd level, you gain the ability to enhance your ammunition by strengthening them with magic. When you make a ranged weapon attack you can add the damage and effect of the ammunition to one of your damaging cantrips. You can do this an amount of times equal to your intelligence modifier.

Gunsmith

At 2nd level, you gain the ability to repair damaged firearms, craft ammunition at half the cost and even create entirely new firearms ( Dm's discretion ).

Quick Shot

Starting at 6th level, you are able to quickly react after you fire a ranged weapon. After you take the atack option, you can make a ranged weapon attack as a bonus action. This attack can be a cantrip shot if you haven't used this ability yet this turn. This weapon attack cannot be an imbued shot.

Imbued Shot

Starting at 10th level, you gain the ability to channel your spells and magical power into ammunition. Whenever you make a ranged weapon attack, you can cast a spell you have prepared into the ammunition. You must declare this before making the attack role. The spell casted into the ammunition must have a casting time of one action, and it must be able to either target one creature other than you, a point in the air, or has an area of effect originating from yourself. On a hit, the spell triggers against the target. If the spell is an area of effect it triggers with the target at its centre. If the spell normally originates from the caster, the target is the point of origination and the area of effect continues in the direction of the ammunition. The spells effect triggers before the the damage of the ammunition is applied to the target. If the spell requires a dexterity saving throw, the target has disadvantage on the save.

Concussive blast

Starting at 14th level, when you cast a spell into a piece of ammunition with imbued shot, you can deal an additional 1d6 of force damage per level of the spell. For example if you cast fireball at fourth level, you may add an additional 4d6 force damage. You can use this feature twice per long rest.

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