Base Class: Wizard
A master studied in spell slinging and gunslinging using magic infused bullets to control the battle field
Basic ammomancy
Starting at 2nd level you gain the ability to augment your bullets with special glyphs that change there properties you can change a bullets properties equal to your prof bonus into a magical bullet. Each bullet can only have 1 special property at a time and after your out of charges they will come back at a long rest or on a short rest if you use arcane recovery.
Combustion bullet
When this bullet hits a creature all creatures within 5 feet of it (including the hit creature) must make a dex save equal to your spell save on a failure they take half of the rolled damage.
Phasing bullet
This bullet ignores 1/2 ,3/4 cover,and even full cover though if you are aiming for something specific it will be at disadvantage due to lack of sight.
Ricochet bullet
Whenever you miss your target you can activate this bullet causing it to change directions and attempt to hit a creature other than your original target within range.
(Can not be activated on a natural 1)
Soring bullet
When firing this bullet you may use it's full effective range without rolling disadvantage. However if the bullet hits the target in it's normal effective range add 1d6 additional bludgeoning damages. (For example if your gun shoots normally at 30 feet and shoots disadvantage up to 60 feet any target you hit with in 30 feet will take the extra damage)
Twinned bullet
When shooting this bullet shoot 2 targets instead of 1. (Only one of these bullets can be a spell bullet)
Spell bullet
When firing a bullet you can infuse it with a roll to hit spell by expending the spells appropriate spell slot and roll your guns attack bonus to hit and on a hit activate the infused spell on top of the guns normal damage. This can be combined with basic and advanced ammomancy.
Mastered Ammomancy
By expending 2 ammomancy points you can give a bullet 2 magic properties instead of just 1







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