Base Class: Wizard
A gunpowder wizard knows the power that lies in a mere pinch of black powder, a force of destruction that can be channeled into potent arcane energy. Such spellcasters learn to master gunslinging and spell casting in search of ever greater lethal potential, forever wreathed as in gunsmoke as they step over fallen foe after fallen foe.
While traditional gunslingers may mock a Gunpowder Wizard for their slow shooting style and more traditional spellcasters may look down on them for not delving deeper into the magical arts, those who cross paths with these wandering spellslingers soon discover that both parties miss the point of their art. A Gunpowder Wizard knows exactly when to pull the trigger and when to cast a spell, picking and choosing the right moment for each act to devastating effect. A Gunpowder Wizard fights smarter, not harder, and in the process they demonstrate the wisdom of their chosen path.
Spellslinger
At level 2 you learn how to channel magic through firearms to deadly potential. You gain proficiency with Alchemists Supplies and firearms. You can use your intelligence modifier instead of dexterity for attack and damage rolls using firearms and you can turn any firearm you possess into an Arcane Focus by completing an hour long ritual. Only one firearm can be enchanted in this manner at a time, and if you perform the ritual on a different firearm your previously enchanted one losses this property. No one else can use this weapon as an Arcane Focus.
At the end of each long rest you can use Alchemist Supplies to create a number of bullets equal to your proficiency modifier each inscribed with a level one spell of your choice from your spellbook. The spells chosen must not require concentration or be rituals. You can fire one of these bullets as a bonus action, casting either the inscribed spell or Magic Missile as if expending a spell slot whose level is equal to 1 plus one fifth of your wizard level rounding down, and treating the spell's range as being your gun's normal range. Any creature you target with this shot is unharmed by the bullet itself as it disintegrates into smoke a split second before impact releasing the inscribed magic. This does not count towards the number of spells you can cast per turn.
High Noon
At level 6 your time as a gunslinger has taught you how to react in a blink of an eye. During the first round of combat you can treat your initiative as 15 plus modifiers, reverting to your actual roll on subsequent turns. If you have been surprised you forgo this option to instead gain the ability to either move up to half your movement or make one firearm attack on your turn.
In addition, when an enemy you can see targets you or an ally within 60 feet with a ranged weapon attack or spell you can use your reaction to make one firearm attack with advantage targeting them. On a successful hit the enemy makes their attack with disadvantage and the target gains advantage on any related saving throws, if slain they are considered to have been killed before they were able to complete the action.
Mystic Shooter
At 10th level you learn to channel the explosive force of your guns into destructive and uncanny effects.
- When using a firearm as an arcane focus to cast a cantrip that requires a ranged spell attack you can add your intelligence modifier to the damage roll as force damage.
- Your firearm attacks ignore three quarter and half cover as you curve and ricochet the bullet at near impossible angels and are counted as magical in regards to resistances to non-magical attacks.
Powder Sage
At level 14 you have come to understand that the forces that animate your spells are born of the same primal energies that lurk in gunpowder, blending the two together permanently.
- When casting a spell of 1st level or higher you can make one firearm attack as part of the action.
- When using your Arcane Recovery feature you can choose to create new inscribed bullets to replace any you have already fired. For each bullet you create in this manner treat the level as being four for the purposes of calculating the total number of spell slots/inscribed bullets you can recover.
- You can use your bonus action to change your enchanted firearm's damage type to another damage type of your choice. You can choose to revert back to the firearm's normal damage type as a free action.
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