Wizard
Base Class: Wizard

Spellslingers are wizards who choose to master firearms, a new, explosive type of weapon that can cause devastating damage from a distance. Along with this, they are capable of fortifying their spells through the use of these firearms, either by expanding their range, or delaying the spell within a charged bullet. Because of this, a spellslinger is a powerful force when he has the necessary distance from on opponent, but they must be wary, for one slip up or misfire may cause their downfall.

Firearm Proficency

Starting when you choose this archetype at 2rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms. You can also use a firearm as your magic catalyst.

Gunsmith

Upon choosing this archetype at 2rd level, 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)
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)
Hand Mortar Crafted 10g (1) 2d8 fire 10 lb. (30/60)

Arcane Marksman

When you choose this archetype at 3rd level, you learn to perform powerful arcane shots to disable or damage your opponents, or aid your allies, using your firearms.

Arcane shots. You learn two arcane shots of your choice, which are detailed under “arcane shots” below. Many maneuvers enhance an attack in some way. Each use of a arcane shots must be declared before the attack roll is made. You can use only one trick shot per attack.

You learn an additional arcane shots of your choice at 6th, 10th, and 14th. Each time you learn a new arcane shots, you can also replace one arcane shots you know with a different one.

Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.

Saving Throws. Some of your arcane shots require your targets to make a saving throw to resist the arcane shot’s effects. The saving throw DC is calculated as follows:

   Arcane Shots save DC = 8 + your proficiency bonus + your Dexterity modifier

Spell Shooting

Starting at 6th level, you gain the ability to place your spell within a simple bullet, allowing you to cast it by shooting it. When you cast a spell with range, you can add your firearms minimum range to that spells range. This only applies to spells cast at their lowest spell level.

Mystic Reload

Beginning at 10th level, you can reload a firearm whenever you cast a spell.

Desperado

Starting at 14th level, you gain true control over your firearm and magic, and gain the ability to use both with great swiftness. During your turn, You can perform an additional weapon attack each turn, or, you can cast an additional spell with a casting time of 1 action each turn.

Arcane Shots

These Arcane shots are presented in no particular order.

Barrier Shot

You imbue your bullet with a protective barrier. When you are attacked while using a firearm, you can expend 1 grit point. You gain +4 AC, including against the triggering attack, until the start of your next turn. You must reload your firearm after using this arcane shot.

Blinking Shot

You imbue your bullet with teleportation magic. As a bonus action, you can choose one location within your firearms minimum range and expend 1 grit point. You teleport to that location. You must reload your firearm after using this arcane shot.

Chaining Shot

You imbue a bullet with chaining lightning, and then fire it at a foe. When you make a firearm attack against a creature, you can expend 1 grit point. On a hit, the creature takes lightning damage and any creature within 10ft must make a DEX saving throw (DC {{savedc:dex}}) or else they will take the same amount of lightning damage as the first creature. The initial attack gains a +2 to the firearm's misfire score.

Illuminating Shot

You imbue your bullet with spell of light. When you make a firearm attack against a creature, you can expend 1 grit point. On a hit, the creature takes damage and must make a DEX saving throw ({{savedc:dex}}) or be marked by a bright light, giving you and other creatures that attack it advantage on their attack rolls.

Medical Shot

You imbue a bullet with curative magics, before launching it at a creature. You can expend 1 grit point while attacking to attack with advantage and also heal the target instead of damaging them.

Meteor Shot

You imbue a bullet with cataclysmic flames. When you make a firearm attack against a creature, you can expend 1 or more grit points. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, it instead deals 2d8 fire damage for every grit point spent.

Thunderous Shot

You imbue your bullet with a loud, thunderous sound. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.

Tremor Shot

You imbue your bullet with the ability to create a small tremor. When you make a firearm attack against a creature, you can expend 1 grit point. On a hit, the creature takes damage and must make a STR saving throw ({{savedc:dex}}) or be knocked prone.

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