Base Class: Wizard
Breachmagi are wizards who embrace the chaotic power of The Breach, blending it with traditional arcane magic. Through mastery of Breachstone, they fuse the precision of wands with the destructive power of firearms, creating a fearsome combat style. This dangerous magic grants them unmatched versatility, allowing them to wield both spell and gun with deadly efficiency. While the Breach warps the world around them, Breachmagi have learned to harness its power while protecting themselves from its worst mutations.
Level 3: Breachstone Adept
You gain proficiency with light armor, firearms and tinkerer's tools. In addition, you do not get a disadvantage for making ranged attacks if there is an enemy in melee range from you and can use anything that contains breachstone as a spellcasting focus. Whenever a spell consumes a material component with a price in gold attached to it, you can replace it with breachstone crystals or powder equal in price.
Level 3: Breach-Touched Armament
You have learned to bend the power of The Breach to your will, fusing arcane magic with the precision and disruption of firearms.
You gain the following benefits:
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Arcane Shot: When you cast a Wizard spell that requires an Action or a Reaction, you can fire it from a firearm you are holding. The spell originates from your firearm instead of you, using the firearm's range instead of the spell’s normal range. If the spell deals damage, you may choose to either use its normal damage type or replace it with your firearm’s damage dice. This attack consumes ammunition.
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Breach-Forged Ammunition: Your firearms can deal force, thunder, fire, or lighting damage, chosen when you make the attack.
- Disruption In Magic: When a creature within 10 feet of you casts a spell that requires an attack roll or a saving throw, you can use your reaction to force them to make a Constitution saving throw against your spell save DC. On a failure, they gain disadvantage on that roll or -1 to the spell save DC.
Level 6: Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Level 10: Forced Mutation
When you hit a creature with a ranged spell or a firearm attack, the creature must make a Constitution saving throw against your spell save DC. On a failed save, the creature suffers disadvantage on their next D20 Test. This effect lasts until the start of your next turn.
Level 14: Gunning for a Promotion
You can add your Intelligence modifier (minimum +1) to the attack rolls and damage of your ranged attacks made with a breachstone firearm.
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Posted Mar 24, 2025I run this subclass in a campaign where gun ammo costs a lot and hard to come by and you need to use an attack or action to reload, when all of the firearms have pretty limited clip/magazine sizes.