Sorcerer
Base Class: Sorcerer

"Wrathmoor has produced some interesting additions to the Commission Guild of Ordorosill, but none quite match up to the Hellborn Flameslinger. He says nothing and only shows up when bounties are presented to the guild. Nine times out of ten, he's the person to get the mark, dead or alive. He seems real savage like." says the town guard, leaning against his halberd in the afternoon heat. His fellow town-guard turns to him and says:

"Yeah, but he's just a tall tale, Wrathmoor only has imps and wrathkin, nothing from the lower rings, if they did, we'd be screwed right!?" The town guard shudders at the thought then bursts into awkward laughter shortly after. Their answer would soon be answered as the sounds of hooves against the pavement lead them to eye the very demon they happened to be speaking of, with a rather ominous red-stained sack dragging behind his horse. The demon eyes the two town guards before tossing them a gold coin.

"Thanks for bringing me up fellas, devils always show face when ye speak of em...."

Magical Revolver

Starting when you choose this origin at 1st level, you can summon a flaming revolver to your hands. As a bonus action, you can summon your magical revolver to your empty hand. It is loaded with 4 shots and cannot be reloaded normally, once it runs out of ammo, it disappears and must be re-summoned. The magical revolver scales off of your charisma ability modifier and can be used to attack. If you have multiple attacks, you can use it to attack that many times. It deals 1d8 of fire damage on a hit. It has a normal range of 30 and a long range of 90.

When using your magical revolver to attack, you can also use metamagic options, treating the magical revolver's attacks as spells. Discuss with your DM which metamagic options you are allowed to use with your magical revolver. You are considered proficient with the magical revolver even if your not proficient with firearms. You can summon your magical revolver a limited number of times per long rest equal to your charisma modifier plus your proficiency bonus. The magical revolver's damage increases by 1d8 when you reach 5th level (2d8s), 11th level (3d8s), and 17th level (4d8s). 

Infernal Wrath

Starting at 1st level, the flames of insanity gather round you while you wield your magical revolver or use fire magic. While you have your magical revolver in your hands, you are immune to fire damage. This effect also becomes active if you cast a spell that deals fire damage, but if activated this way, it only lasts until the end of the current round.

Afterburning

Starting at 6th level, your magical revolver can be overcharged with magical energy and fired multiple times. On your turn, as an action, you can expend a spell slot and gain additional attacks next turn equal to half the level of the spell slot expended rounded up, to a maximum of three additional attacks.

You can use this feature a limited number of times per long rest equal to your charisma modifier.

Masterful Fire Dance

At 14th level, you can chain your shots  and magic together, preforming a devastating display of death. Whenever you defeat a creature with any source of fire damage, an additional bullet is instantly loaded into your magical revolver.

Ignition of the Rings

Beginning at 18th level, you can summon the power of hell itself to aid you. Once per long rest, you activate this effect when you summon your magical revolver. You summon an additional identical copy of the magical revolver that lasts until the end of the current round. When you make an attack with your original magical revolver, you can also fire the second magical revolver at the same creature or a different creature without expending an additional attack.

Previous Versions

Name Date Modified Views Adds Version Actions
6/13/2023 1:38:30 PM
12
0
1.0
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes