Sorcerer
Base Class: Sorcerer

Your innate magic comes from the chaotic power within black powder itself. Often found within war torn regions those with a innate magical talent latch onto the powder as a way of surviving. You use firearms to cast your spells.

 

Arcane Gun Focus

You have learnt to use firearms not just to fight with, but also as an implement to focus your spells through.

Starting at 1st level, you gain proficiency with firearms and you can use any firearm as an arcane spell focus. When you cast the spell through the gun it will appear to fire from the barrel of the weapon, but then will cause its standard effects.

Bullet Control

Starting at 1st level, you gain the ability to bend the path a bullet travels allowing you to improve or reduce the chance that it hits its target.

After a ranged attack roll is made with a firearm but before the outcome is determined, you can use your reaction to add or subtract a d4 from the roll. This die is improved when you reach 5th level (d6), 11th level (d8), and 17th level (d10).

Spell Shot

At 6th level, you gain the ability to imbue a spell in a firearm. As a bonus action, you may imbue your firearm with a spell you can cast, that has a casting time of 1 action. You cast that spell as part of this ability expending its spell slot, but the spell does not come into effect yet. If you use this ability again before releasing the imbued spell, the effect of the previous use of this ability on a firearm ends.

If your next ranged attack with the imbued firearm is successful, the spell is then cast from the bullet at the target at a range of Touch. The spell is lost if the ranged attack misses. On a misfire, the spell is cast with you as the target.

The target suffers disadvantage on any spell saving throws they need to make against the spell. Imbued spells that require a spell attack roll impose a Dexterity Saving Throw instead, the spell hits on a failed save or miss on a successful save.

If the spell has an area effect only the original target of the firearm's ranged attack suffers disadvantage on their spell saving throw. If the spell would normally allow you to choose multiple targets only the original target of the firearm's ranged attack is chosen.

Spell Blast

Starting at 14th level, when casting a spell through a gun, you may spend 3 sorcery points to change the area of the spell to be a 30 foot cone that erupts from the barrel of the weapon.

If the spell previously made a spell attack roll or would automatically hit without a save, it longer does. Instead, all targets inside the cone must make a Dexterity saving throw. On a failed save, they take full damage and are affected by any of the spells other effects, or on a successful save half damage and none of the other effects.

If the spell already required its target(s) to make a spell saving throw, it remains unaffected except for the target(s) changing to every target inside the cone.

Fire Control

At 18th level, you gain immunity to fire damage.

You can sense all black powder within 120 feet of you. This counts as blindsight but only towards sources of black powder.

As an action, you may instantaneously light or snuff out a candle, a torch, or a small campfire within 120 feet. Once per short rest, as an action, you may ignite a source of black powder within 120 feet of you.

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