Gunmage Adept Image

You have learned to blend the art of spellcasting with the precision of firearms. You gain the following benefits:

  • Firearm Spellcasting Focus: You can use any firearm with which you are proficient as a spellcasting focus for your spells.

  • Enhanced Catapult: When a firearm is your spellcasting focus, your Catapult spell is considered a firearm attack, you can use individual bullets as the projectile component of the spell, and the projectile can pierce through its first target- potentially hitting another.

  • Trick Shots: You can perform special trick shots with your firearm. You gain two trick shots, which you can use once per turn, and twice per long rest. Choose two from the following options:

    • Arcane Shot: When you hit a creature with a firearm attack, you can expend one use of your trick shots and up to 3 levels of spell slots to cause the projectile to break apart into a number of homing magical darts equal to the level of spell slots expended + 1 that each deal 1d4 + 1 force damage to creatures of your choice that you can see within 120 feet of the initial target.

    • Elemental Shot: When you hit creatures with a firearm attack, you can expend one use of your trick shots to change the attack's damage type to an element of your choice (choosing from acid, cold, fire, lightning, or thunder) dealing an additional 2d8 damage of the chosen type.

    • Horror Shot: When you hit creatures with a firearm attack, you can expend one use of your trick shots to cause them and any creatures within 5 feet of them to become frightened of you until the end of your next turn. A creature frightened by this ability must must take the Dash action and move away from you by the safest available route on its turn unless there is nowhere to move. Upon using this ability, you can cause your eyes to glow subtly in a color of your choice for 1 minute.

    • Smog Shot: When you hit creatures with a firearm attack, you can expend one use of your trick shots to create a 10-foot radius sphere of poison and black fog centered on each creature hit. This sphere lasts until the end of your next turn. Creatures within the sphere take 1d6 poison damage at the start of their turn. Additionally, creatures within the sphere are blinded and poisoned until they leave the sphere.

    • Gravity Shot: When you hit creatures with a firearm attack, you can expend one use of your trick shots to create a gravitational pull. All creatures hit travel up to 10 feet in a direction of your choice.

    • Explosive Shot: When you hit creatures with a firearm attack, you can expend one use of your trick shots to cause the projectile to explode. Each creature hit with your firearm attack and those within 5 feet of them must succeed on a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your spellcasting ability modifier) or take 2d6 fire damage, taking half damage on a successful save.

    • Psychic Shot: When you make a firearm attack, you can expend one use of your trick shots to cause the projectile to ignore cover, pass through up to 1 foot of solid material, and deal 1d6 additional psychic damage. The projectile becomes rapidly shrouded in psychic energy; leaving only the intended targets harmed. If the firearm attack was the Catapult spell, instead make a ranged spell attack to determine whether the attack hits. The targets must be creatures in range that you have seen in the last 24 hours, and they must be on the same plane of existence as you.

At the end of a long rest; you may choose new trick shots to prepare. You cannot have more than two prepared at once.

Gunmage Adept Image

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