Wizard
Base Class: Wizard

Arcane snipers imbue their spells into bolts or ammunition to send their magic long distances. This can be used to fireball a far-off stack of foes or heal someone out of reach.

Additional Feature: Gunsmith If your DM allows firearms in their campaign, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.

Firearm Properties

Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Ammunition

All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.

Firearms
NAME COST AMMO DAMAGE WEIGHT RANGE PROPERTIES
Palm Pistol 50g 2g (20) 1d8 piercing 1 lb. (40/160)
Light, reload 1, misfire 1
Pistol 150g 4g (20) 1d10 piercing 3 lb. (60/240)
Reload 4, misfire 1
Musket 300g 5g (20) 1d12 piercing 10 lb. (120/480)
Two-handed, reload 1, misfire 2
Pepperbox 250g 4g (20) 1d10 piercing 5 lb. (80/320)
Reload 6, misfire 2
Blunderbuss 300g 5g (5) 2d8 piercing 10 lb. (15/60)
Reload 1, misfire 2
Bad News Crafted 10g (5) 2d12 piercing 25 lb. (200/800)
Two-handed, reload 1, misfire 3
Hand Mortar Crafted 10g (1) 2d8 fire 10 lb. (30/60)
Reload 1, misfire 3, explosive

Crossbow/Firearm Proficiency

2nd-level Arcane Sniper feature

You gain proficiency with crossbows and (optionally) firearms, allowing you to add your proficiency bonus to attacks made with those weapon types. You also gain the ability to use these weapon types as a spellcasting focus.

Arcane Ammunition

2nd-level Arcane Sniper feature

During a short or long rest, you can infuse crossbow bolts and bullets with magical power, enchanting them with a spell that will activate upon hitting its target. Creating an infusion consumes the relevant spell slot needed to cast that spell normally. A higher level spell slot can be used instead, if the spell has any rules regarding being used with higher level slots than those rules are used. The spell's effect completely overrides the loaded projectile's damage and effects, while the projectile's range is added to the spell's range. Spells that can only affect you cannot be infused into your projectiles. This infusion lasts until you take a long rest.

When you fire at someone with an infused projectile you must roll to hit your target, the modifier for which is the same as if you fired your weapon normally. If the infused spell requires a save you still roll to hit. If the infused projectile hits, your targets may make a save as normal. If it misses the spell is void. Even if your target is completely willing to accept your spell, you must still roll to hit them when using this method. You can not use this feature with a hand mortar.

When loading a firearm that has a reload property of 2 or higher, you must preemptively decide what order you will load the infused bullets when you take an attack or action to reload. Firing infused bullets counts as an attack action rather than a casting action.

Quick Shot

6th-level Arcane Sniper feature

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.

When using a firearm, you can take as many attacks as it takes to completely unload your weapon. When you do this, you get a -1 modifier to your attack roll for every shot fired after the first (i.e. when you fire your 4th shot, you have a -3 to attack) and you must spend an action in order to reload afterwards. This does not apply to firearms that have a reload property of 1.

If you gain a feat that allows you to ignore a firearm's reload property, the amount of attacks you are allowed to preform per round is still equal to your firearm's clip size. If you completely unload your firearm during your turn you will not be able to use it for attacks of opportunity until your next turn. Furthermore; the penalty modifier received per shot will not reset until you spend one round without firing your weapon, and will continue to stack up to a maximum of -20.

Returning Weapon

10th-level Arcane Sniper feature

You mark one of your weapons with a magic rune. As an object interaction, you can summon this weapon to your hand no matter where it is. You can only apply this property to one weapon and that weapon can only be a crossbow or a firearm.

Master Sniper

14th-level Arcane Sniper feature

Your crossbow/firearm's effective range increases by 30ft, and their maximum range increases by 60ft.

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