Sorcerer
Base Class: Sorcerer

Those who choose to follow the path of the Gun Mage are usually those who have knowledge and access to black powder and other fire arms or accessories, often amongst the arcane the mystery of the powder can draw them in. Part alchemist and part archer the thrill of honing the power of ones arcane talent into a single pin point shot can be more than some can avoid. The greatest challenge is the crafting of the gun, those who become Gun Mages pour themselves into the crafting making it more then just an arcane firearm but also a work of art. In all the worlds and all the lands no two magic guns will ever be alike and usually the price is very high in almost any market for the craftsmanship alone. While the challenge of crafting the gun is what initially draws the arcane spell caster to this class it is the thrill of using it and mastering the techniques to use it properly that draws the spell caster to this class.

Arcane Aim

This ability allows the Gun Mage to expend a single spell slot and gain a bonus to the next attack and damage roll made from the Gun Mage’s bonded gun with a standard bullet attack, the bonus gained is equal to the level of the spell slot expended.

Firearms

You become proficient with firearms when you choose this class.

Tools

You become proficient with Tinkering Tools

Critical Shot

The Gun Mage can expend a Sorcery point to increase the spell damage by +1 for each Sorcery point expended. This must be mentioned after a successful attack but before damage is rolled. This only works if the Gun Mage is casting a spell through the Gun Mage’s bonded gun and not firing a standard bullet.

Delayed Shot

The Gun Mage can spend 2 or more Sorcery points on an imbued bullet and place a delay on the time the spell takes effect, the target takes damage from the bullet attack. The Gun Mage must make their attack from their boned gun. Before the shot is fired from the Gun Mage’s bonded gun, the Gun Mage can determine the number of rounds no greater than the total number of Sorcery points used. The number of rounds start at the end of the Gun Mage’s turn when this ability was used. At the end of the Gun Mage’s turn for the number of rounds determined, the spell takes effect.

Split Shot

The Gun Mage can spend 3 Sorcery points to split the shot between two targets that are within 15 feet of each other. An attack roll is made with a -3 penalty. Upon a successful hit, roll separate damage for each target. The targets will receive the damage of the bullet (if using a regular attack) or spell (if using a ranged spell attack). If using a spell that has a save versus your spell DC, on a success, they only take half damage and have no status effect, if there is one. For this to be effective both targets must be within the Gun Mages line of sight and not behind cover.

Rapid Reload

You can reload your firearm as a bonus action instead of an action.

Casting Critical

The Gun Mage can spend 5 Sorcery Points on an imbued bullet fired from their bonded gun. This ability doubles the range of the bullet. If a critical hit is rolled, this ability doubles the parameters (Area of effect/Damage) of the spell. If the spell has any type of save, i.e. DEX, CON, every creature within the area of effect of the spell that makes a save will take the normal damage rolled before it is doubled and will not suffer any status effect from the spell. If a critical hit is not rolled, the target takes the bullet damage and the spell acts as normal.

Weapon Bond

The Gun Mage can create a weapon bond with one firearm of their choice. To create this bond, they must spend 1 hour bonding with the weapon, can be done during a short rest, and the weapon must be on them during this time for it to take affect. Once bonded with the weapon, the weapon cannot be dislodged from the Gun Mage’s person unless they are knocked unconscious. The weapon also will automatically teleport to the Gun Mages hand. If the Gun Mage wants to bond with a different firearm, they must break the bond with the other weapon.

Imbue Bullets

At this level, a Gun Mage gains the ability to place an area spell upon a bullet. When the bullet is fired from the Gun Mage’s bonded gun, the spell’s area is centered on where the bullet lands, even if the spell could normally be centered only on the caster. This ability allows the gun mage to use the bonded gun’s range, if it is greater than the spell’s range. It takes a bonus action to cast the spell (any spell they know) and a standard action to fire the bullet. If the bullet is imbued with a spell but not fired from the Gun Mage’s bonded gun, the spell and bullet is wasted. Upon a successful hit, the target takes the bullet damage and the spell damage/effect.

Previous Versions

Name Date Modified Views Adds Version Actions
6/16/2023 2:11:17 AM
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