Sorcerer
Base Class: Sorcerer

The longer description will go here.  

Powdermage Presence

Powdermages have a reputation as dangerous, volatile casters -- which is about half true and have theater.  As a result of this, they have advantage on intimidation checks and proficiency with firearms.

Also, when a powder mage dies — fails his or her last death save, or being killed outright by a spell or effect — the mage’’s body explodes, doing 1d6 fire damage to anyone in a 20’ radius. 

Black Powder Metamagic

Powdermages incorporate black powder into their magic in a way that is dangerous but effective. It can boost the damage of their spells, but the risks are greater.  

When a Powdermage casts a spell, they can use metamagic and spend one sorcery point less than the metamagic calls for by using one shot's worth of powder in addition to other components of the spell.  

When they do, they risk a mishap. 

Mishap

Roll a 1d20. If the result is equal to or lower than the level of the spell, there is a mishap.  The caster takes 1d6 fire damage for each level of the spell. This damage is not subject to resistance or immunity. Then the caster must make a concentration check (based on the damage taken) to successfully maintain and cast the spell as intended. 

Black Powder Boost

When you cast a spell that uses a spell slot you can increase the effective casting level of the spell with an application of black powder. This creates a mishap chance, again using the level of the spell as the number to exceed to avoid a mishap. 

 

Black Powder Savant

When you reach 14th level, you may use Gunpowder to replace up to two sorcery points for any spell you cast that uses a spell slot. 

Untouched by fire

When you reach 18th level, you have become so infused with gunpowder that you cannot be reduced to 0 hit points by any attack or effect that does fire damage. Instead, you are reduced to 1 hit point.  This includes the effect of a mishap. 

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