Base Class: Sorcerer
Inheriting your sorcerous talent from potent artificers of olde, or perhaps you are a living weapon created for the task, you can channel your magic through Firearms. Where most spellcasters will always favor their spells, your sorcerous gift offers potent options to favor the weapon you wield instead. Beginning at first level you can craft Spell Shells, ammunition imbued with the effect of a spell you know. As you gain experience you will learn to pour your sorcerous might into your weapon, temporarily making you the match of any warrior. Eventually you'll be able to craft enduring Spell Shells others can use and at the peak of your power you'll transform your firearm into a Cosmic Cannon capable of firing truly devastating shots.
Author's Preferred Bonus Spell List:
Bonus Spells
- Heroism, Compelled Duel
- Magic Weapon, Silence
- Conjure Barrage, Haste
- Stoneskin, Leomund’s Secret Chest
- Swift Quiver, Steel Wind Strike
Ballistic Sorcery
You gain proficiency with Firearms and can channel your magic through Firearms, using your Firearm as an Arcane Focus.
Spell Shells
Beginning at 1st level, at the end of a long rest you can expend spell slots to imbue ammunition with sorcerer spells you know of 5th level or lower to create Spell Shells. Each piece of ammunition can hold only one spell and you can create and maintain a number of Spell Shells equal to your proficiency bonus.
When you hit a creature with a Spell Shell, it becomes the sole target of the spell and any area of effect is confined to the target’s space. Instead of dealing the weapon damage, the spell affects the target as normal or as if the target had failed its initial saving throw. If the spell requires concentration, you must concentrate on it as normal and subsequent saves, such as those required by Hold Person, are made normally. If the spell creates or summons a creature, it appears in a space adjacent to the target. You can fire no more than one Spell Shell per turn.
Spell Shells lose their magic when you complete a long rest. . If you use this ability to make more than this number, the oldest loses its magic first. You regain all uses of this ability after a long rest.
Rapid Fire
Beginning at 6th level, you can flood a firearm with a torrent of magical energy and unleash a rapid barrage of shots. You may expend a number sorcery points up to your level in this class as a bonus action. The first time you take the attack action on your turn in the next minute you can make a number of additional attacks equal to half the Sorcery Points spent rounded up, minimum 1. You must have ammunition for each of these shots and this ability does not inherently overcome the loading property of your weapon.
Heavier Metal
At 14th level you learn to create more versatile Spell Shells. You can perform a 1 hour ritual as part of a short or long rest to add the ashes of an unexpended scroll or the contents of a potion to a shell. These Shells deliver their effects to the target you hit as normal for a Spell Shell if containing scroll ashes or as if the target had consumed the potion. These shells do not count against your normal limit and retain efficacy until fired.
Cosmic Cannon
At 18th level there is little deadlier in the universe than you with a gun in hand. When you hit with a Firearm attack you can expend a number of sorcery points up to your proficiency bonus. Each point spent in this way increases the damage by your choice of 1d10 Radiant or Force damage.
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