Base Class: Sorcerer
Perhaps once a student of the School of Invention, or an Arcane Archer with a flair for tinkering, you have discovered way to meld magic and machine together into a unique weapon.
A 1st-level slot allows you to manipulate the bullet’s energy. You can substitute the damage type for another one from the following list: acid, cold, fire, lighting, or thunder damage.
A 2nd-level slot increases the bullet’s raw force. The damage dealt by this attack is doubled.
A 3rd-level slot channels magic into your spellslinger's chamber, granting you a multi-shot attack. You may make 3 attacks with the spellslinger using your Attack action this turn.
Spellcannon
At1st level, you gain proficiency with rifles and gain the spellcannon - a magic item that only you can attune to. While you are attuned to it and wielding it, you may use the attack action to make a ranged weapon attack with the spellcannon. Roll a d20 and add both your proficiency bonus and spellcasting modifier. On a successful hit the target suffers 1d12 force damage.
The gun is a rifle with a range of 100/400. After making an attack with this weapon, it must be reloaded before it can be used again. You can reaload your spellcannon by using a bonus action on your turn. This weapon has the loadingproperty and counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
You can create a new gun at the end of a long rest by touching a non-magical heavy crossbow, which magically transforms into it. Doing so removes the magic from your previous spellcannon, turning it into a non-magical heavy crossbow.
Magic Bullet
Starting at 1st level, you learn to channel magic through your spellcannon to augment your attacks in a variety of ways. When you make a ranged attack with your spellcannon, you can expend a spell slot of 1st, 2nd, or 3rd level to alter your attack. This may only be done once per turn. The effect depends on the spell slot you expend.
A 1st-level slot allows you to manipulate the bullet’s energy. You can substitute the damage type for another one from the following list: acid, cold, fire, lighting, or thunder damage.
A 2nd-level slot magically steadys your spellcannon's aim, gaining you advanatge on the attack roll.
A 3rd-level slot imbues the bullet with a powerful arcane blast. Each creature in a 10-foot-radius sphere centered on the bullet’s point-of-contact must make a Dexterity saving throw or suffer 6d6 force damage, halved on a success. Creatures that fail the saving throw are knocked prone.
Arcane Sniper
Beginning at 6th level, whenever you use either your Spell-Shot or Magic Bullet feature on an attack made with your spellcannon and are attuned to it, attacking at long range does not impose disadvanatge on your attack roll.
Additionally, if you roll initiative and have no uses of Spell-Shot remaining, you regain one use of it.
Quick Loader
Starting at 14th level, you can reload your spellcannon using your reaction.
Arcane Scope
By 18th level, you have constructed a magical scope and afixed it to your spellcannon. Once on your turn, upon making a ranged weapon attack with your spellcannon while you are attuned to it, you can project your sight through the bullet fired for up to 10 minutes. You cannot use this feature again until you finish a short or long rest.







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