Base Class: Wizard
When a practitioner of the arcane gets interested in the wonders of firearms, few can resist the urge to combine their arcane powers with the explosive might of a gun. Unlike most other wizarding schools, students of the Firearm prefer to be out in the world practicing their craft rather than doing it cooped up in some stuffy academy. With magic in one hand and a pistol in the other, be wary of the nomads and gunslingers who study in the School of Firearms.
Firearm Expertise
You gain proficiency in all firearms when you adopt this arcane tradition at 2nd level. You also get advantage in any Investigation checks you perform that is related to firearms or firearm technology.
Arcane Innovation
At 2nd level, you are now able to use any firearm as your arcane focus when casting spells, allowing you to disregard the somatic component of spells as long as you can aim and pull the trigger. Additionally, you now specialize in one of two kinds of firearms, providing bonuses when you are using that kind.
- 2-Handed Firearms: The ranges of ranged spell attacks are increased by 50% of the spell's default range.
- 1-Handed Firearms: After casting a spell or a cantrip, you gain an additional 15 feet of movement until the end of your next turn. This bonus can only be applied once per turn.
1-Handed Firearms
After casting a spell or a cantrip, you gain an additional 15 feet of movement until the end of your next turn. This bonus can only be applied once per turn.
2-Handed Firearms
The ranges of ranged spell attacks are increased by 50% of the spell's default range.
Gunslinger's Pouch
Starting at 6th level, you can prepare an amount of Arcane Bullets equal to your proficiency modifier for your firearm during long rests. Arcane Bullets can be used to perform Double Tap, and they decay after your next long rest.
- Double Tap: When casting a spell or a cantrip, you can use an Arcane Bullet to make an additional ranged weapon attack. The weapon attack's damage gains a bonus equal to the level of the spell slot used.
Quickdraw
At 10th level, you now have a keener mind and a quicker trigger finger when assessing the battlefield. When rolling for initiative, you can choose to take a -5 penalty in exchange for immediately casting a cantrip.
If you are specialized in 1-Handed Firearms, you can also use the additional 15 feet of movement immediately before the top of initiative starts.
Arcane Bandolier
At 14th level, your Arcane Bullets grow more potent. Double Tap now deals an additional weapon die of damage and scores critical hits on a dice roll of 19 or 20.
Additionally, you can now replenish half of your Arcane Bullets (rounded down) during a short rest. You cannot use this feature again until you take a long rest.
Previous Versions
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9/7/2024 11:51:36 PM
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