Base Class: Wizard
The School of the GunMage is a wizarding tradition that combines the mystic arts with the precision of firearm technology. Wizards of this school are adept at infusing their bullets with arcane power, seamlessly blending spellcasting with gunplay.
This unique synthesis allows them to adapt their arcane skills to enhance their effectiveness with firearms, making them formidable opponents on any battlefield.
They are not only masters of destruction but also of innovation, constantly refining their weaponry and techniques to match their magical prowess.
Gunsmithing
At 2nd level, you gain proficiency with firearms, light armor, and tinker's tools. Your proficiency with tinker's tools allows you to maintain, repair, and even craft your own firearms.
Gun Casting
Starting at 2nd level, you can use a firearm as a spellcasting focus for your wizard spells. Additionally, you can cast any wizard spell with a range of "touch" through your firearm, extending the spell's range to 30 feet.
Arcane Shot
Also at 2nd level, when you make a ranged attack with a firearm, you can expend a spell slot to deal an additional 2d6 force damage to the target, plus 1d6 for each spell level higher than 1st, up to a maximum of 5d6.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You may substitute one of these attacks with the casting of a cantrip.
Magical Munitions
Also at 6th level, attacks from your firearms count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Additionally, you can magically create ammunition when you fire, and ignoring the loading property of a firearm if it has it.
If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
Elemental Rounds
Beginning at 10th level, as a bonus action, you can infuse your firearm ammunition with elemental energy, altering its damage type to either fire, cold, lightning, or acid. This effect lasts for 1 minute and can be changed with another bonus action.
Deadeye Barrage
At 14th level, when you use your action to attack with a firearm, you can make two additional attacks as part of the same action.
Comments