Sorcerer
Base Class: Sorcerer

You’re the result of a long dead legendary sorcerer who outshot the whole world. Zok might have been just some Dragonborn sorcerer with a gun, but to you and others of his legacy, he’s an idol. Most of you have picked up names originating in exotic languages, even if you might just be a human from who-knows-where. Your type of magic is the kind that aids your gunmanship. Maybe you pack a spell to make your trigger finger lighter, or maybe a spell for infinite ammo. Regardless of how you use it, Zok’s magic is a gift for you and all others in his heritage

Your Legacy

1st-level Legacy of lead feature

Born into a legacy, you've learned of the history your ancestor. You've perform a ritual over the course of your youth, Binding yourself to this weapon.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated and may use your charisma modifier to hit instead of dexterity. If it is on the same plane of existence, you can summon that weapon as a free action on your turn, causing it to teleport instantly to your hand.


In addition, consult the Legacy table and choose or randomly determine a way your connection to this legend shows while you are casting or using your bonded weapon.

Manifestations of Your Legacy.
d6 Manifestation
1 Your shadow mimics not your own form.
2 Your gun seems to be guided by a spectral hand
3 Your eyes flash in times of desperation, as if another set of eyes shoots for you
4 Situations flash before your eyes, as if having lived through it before.
5 You seem to find yourself guided a path you're not familiar with
6 People your legacy met mistake you for them.

Tricks of the trade

1st-level Legacy of Lead feature

With your Sorcererous origins, Old tricks your Legacy came up with come to mind, Unlocking two Metamagic options that do not count against your total known.

Loaded Spell. When you cast a spell that affects only one creature and has a ranged spell attack to hit, you may spend 1 sorcery point to "load" the spell into the shot. Instead of using the spell's original range, you may use both the regular and long range rules of the Legacy weapon. The spell's effects are delayed and occur only if the attack hits. If it misses, the spell is lost. The attack counts as the spell’s delivery. Spells with saving throws still require the creature to save as normal after the hit. 

Channeled Load. When you cast a sorcerer spell that affects an area (such as a sphere, cone, or cylinder) and has a radius of 10 feet or greater, you can spend 2 sorcerery points to channel it into a tighter, more intense blast by using your Legacy Weapon. Causing the following effects,

  • The area of effect is halved, I.e. A lightning bolt's length is 50 ft., or a fireball's Sphere is 10 ft.

  • All targets inside the new area take an additional die of damage of the spell's original damage type.

  • On a spell that is a hit or miss, instead takes half the damage and no additional effects. 

Outlaw's Unload

6th-level Legacy of Lead feature

You’ve learned to channel sorcery through your shots in quick succession. As an action, you can spend sorcerery points equal to the number of targets (Minimum 2, to a Maximum of your charisma modifier) to magically mark multiple creatures within range of your Legacy Weapon. Then, make a single ranged weapon attack roll foreach marked creature using your Legacy Weapon. You must expend ammunition or points as normal. Additionally, You may apply one metamagic option (that could normally apply to a single-target spell or shot) to one of these attacks only. This feature can’t be used again until you finish a short or long rest, unless you spend 3 additional points (not including the Points per target) to use it again.

 

Deadman's Walkdown

14th-level Legacy of Lead feature

the legend within you manifests—briefly—but with awe-inspiring power. As a bonus action you can invoke your Legacy. which lasts for 1 minute or until you are incapacitated. While in this state:

  • Your ranged spell attacks and weapon attacks with your Legacy weapon score a critical hit on a roll of 19 or 20, and if you reduce a creature to 0 hit points with an attack, you may immediately make another attack against a different creature within range without expending an action. This chain reaction can trigger multiple times per turn, but each target may only be affected once per round. 
  • Once on each of your turns while in Legacy Form, you can cast a cantrip that has a casting time of 1 action as a bonus action, so long as it targets only one creature and is delivered through your Legacy Weapon.
  • At the end of your turn while in Legacy Form, you may choose to repeat an attack you made that missed, as if attacking it again—but without expending ammunition. when you do this, a ghostly shadow overlaps you and reenacts the shot you missed.

  You cannot use this feature again until you finish a long rest. 

 

Legendary

18th-level Legacy of Lead feature 

You are no longer just a sorcerer, nor simply a gunslinger—you are Legendary. When you roll initiative, you may immediately activate Deadman's Walkdown without expending a use. Additionally, while in this Form, you may take two turns during each round of combat, one on your initiative count, and one at initiative count -10. You do not gain reactions between these turns. During your second turn, you may only use your Legacy weapon, cast a cantrip, or take the dash, disengage, or reload actions. you may still use Metamagic options, Outlaw's unload and Deadman's end of turn abilities on this second turn.

 

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