Base Class: Wizard
A variety of arcane colleges specialize in training wizards with arcane guns. Spellslingers are very versatile and each have their own quirks, they can choose from one of four schools to enhance their skills. The schools they can either pick from are divination, transmutation, evocation or conjuration. Spellslinging allows the wizard to imbue their ammunition with spells and then use their chosen secondary school to enhance their powers even further.
DISCLAIMER
I used Matthew Mercer's gunslinger rules for this subclass and I want to give him a shout out for how useful they were, and if you have any questions feel free to post them in the comments.
NOTES
- Spells like flame arrows work on your bullets
Arcane Gunsmith
Upon choosing this school at 2nd 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. You also gain proficiency with firearms and your guns can be used arcane focuses.
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.
Spellslinging
As a spellslinger, you gain the ability to infuse guns with spells and enchantments.
Arcane 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) |
Two-handed, reload 1, misfire 2
|
| 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) |
Two-handed, misfire 3, explosive
|
| Hand Mortar | Crafted | 10g (1) | 2d8 fire | 10 lb. | (30/60) |
Reload 1, misfire 3, explosive
|
Enchanted Ammunition
At 2nd level, you have learned to weave your magic into the very ammunition that your weapon uses to fire.
You now gain the ability to imbue your ammunition with spells of 1st level or higher that require you to make a spell attack. To imbue your ammo you must cast the desired spell directed at the ammo while holding it expending the required spell slot. All enchanted ammunition loses its properties after a long rest. You can make 1 + your Intelligence modifier Enchanted Ammo per long rest, at later levels the amount you can have increases ([6th] 2 + INT, [10th] 3 + INT, [14th] 4 + INT).
To use this ammo you must announce to the DM that you are loading enchanted ammo into your gun and then make a standard weapon attack with the weapon using your either your intelligence or dexterity bonuses for damage and attack rolls, if it hits the spell automatically goes off dealing both the weapons damage, the spell's damage and the spell's effects. When you fire a piece of an enchanted shot from your gun the spell infused inside it gains some extra properties:
- The spells range is the same as the guns, this includes melee spells.
- If you get a critical hit with the weapon and the spell requires an attack roll then the spells dice are also doubled.
If your weapon misfires when firing a piece of enchanted ammo, the ammo is destroyed and the spell is lost.
Magic School
Starting at 6th level, you can choose one of four magic schools to enhance your abilities further.
Conjuration
Choosing this school allows you to create the very ammunition that you need to fire your weapon with. You can now conjure ammunition as part of your reload or as an action you can summon 10 magical ammunition. Your conjured ammunition also has the following properties:
- It works in all guns.
- If separated from your person for more than 6 seconds they teleport to any pockets you may have, filling as many pockets as they can to the top until you run out of ammo. If you have an ammo pouch they also teleport there. If you run out of space then they disappear from existence.
- If subjected to spells like dispel magic or antimagic field then the ammo disappears.
- Each piece of ammo weighs 0.05 pounds.
- Misfiring with this weapon does not expend the bullet or its spell if it is enchanted.
Divination
Choosing this school allows you to enhance your vision and extend your weapons ranged capabilities. As a bonus action on your turn, you can double your weapons long and short ranges until the end of your next turn. You also gain the ability to shoot your weapon at an enemy you can not see with your own eyes in range which is not obscured by a thick wall of a material such as rock, metal, or any other material your DM may choose, while using divination magic such as Clairvoyance, Arcane Eye and by other means such as a familiars eyes, firing in this way ignores concealment.
Evocation
Choosing this school allows you to empower your attacks with bursts of elemental energy. Whenever you fire a piece of enchanted ammo that deals either acid, cold, fire, lightning, poison, or thunder damage you can change its damage type to a different one in the list. The spells effects are also altered to make sense, for example, casting burning hands and changing its element to cold would still 'ignite' things but the fire's damage would be cold and it would appear a whitish blue.
Transmutation
Choosing this school gives you the ability to alter your weapon and it's ammo with various arcane incantations. You can do this a number of times equal to your intelligence modifier (minimum 1) per long rest. The list of incantations you can cast are listed below and they each require a bonus action and the ability to speak to be invoked:
-
Enhanced Velocity - You crit on a 19 and a 20, this ends in 3 of your turns.
-
Ward Against Misfires - If your weapon misfires you can invoke this and reroll your weapons attack roll (does not work if you have disadvantage), this incantation stays for 3 of your turns and during that time you can use a bonus action to reroll a misfire 2 more times.
-
Quick Draw - If you have a free hand or one with a gun that has the light property in it you fire a piece of ammo (not enchanted) from either the gun with the light property or a stowed one with the light property that is easy to get to, at an enemy in range.
- Silent and Deadly - Your next attack makes no noise and if it misfires that is also silent.
Enhanced Enchanted Ammunition
Beginning at 10th level you can now imbue your bullets with more potent spells. You can now enchant your bullets with more powerful spells, these spells must be in accordance with these rules, however:
- Must directly deal damage, for example, fireball is applicable, however catapult is not (all of the Wall spells also do not count).
- It must have a duration of Instantaneous.
Your enchanted bullets also get new properties:
- If the spell you fire has a range of self it is now set off from wherever your bullet lands.
- If you aim this at a creature and it hits, that creature automatically fails any dexterity saving throws that the spell may need.
- If the spell is an area of effect spell that has a specific orientation then its direction is that of wherever you were facing when you shot them, such spells include, lightning bolt, cone of cold, etc.
If you have any spells that you wish to cast that may not meet these prerequisites but would make sense then you can ask your DM to see if they will allow you to use the spell.
Extra Magic School Abilities
At 14th level your school grants you even more abilities.
Conjuration
Your Conjuring of bullets has now allowed you to hone your skills as a spellslinger. You can make two attacks as part of the attack action when firing from a gun (only one of these can be a piece of enchanted ammunition). Out of combat if you have a conjured bullet that has been enchanted with a spell, you can spend one minute in a ritual like state duplicating it, you can do this once per short rest and the spell can be of no level higher than your intelligence modifier.
Divination
Your Divination magic now allows you to gain an even bigger advantage on your foes. While wielding a firearm your divination spells that enhance sight such as [Tooltip Not Found] and [spell]darkvision[spell] have a range equal to your weapons long range.
Evocation
Your Evocation magic now allows you to deal even more elemental damage. Whenever you attack with a firearm (not using an enchanted piece of ammo) you can choose deal an extra 1d12 acid, cold, fire, lightning, poison, or thunder damage, you can do this a number of times equal to your intelligence modifier per long rest. Depending on the element you picked your shot also has an extra effect that immediately takes effect:
- Acid - Your shot corrodes some of the creature's skin, until the end of your next turn the next attack against it that hits is a crit.
- Cold - Your bullet freezes your opponent in place, the creature you hit is stunned it can make a constitution saving throw at the end of each of its turns DC equal to your wizard spell save DC.
- Lightning - Your bullet leaps from target to target with electric energy, when you hit your target you can make another attack roll at a creature within 5 feet of the last dealing half the damage the last one did, you can repeat this any number of times on a target within 5 feet of the last that is has not been damaged yet until either you miss or it ends up dealing 1 damage.
- Poison - Your bullet poisons your target, the creature you hit takes poison damage equal to half the damage your of weapon and the extra 1d12 dealt at the end of its turn, this continues to happen until it ends up dealing 1 damage. Any form of healing cures. At the end of its turn, it can make a constitution saving throw to end it DC equal to your wizard spell save DC.
- Thunder - Your bullet deafens your target and those around it, the creature hit and each within 10 feet of your choice must make a constitution saving throw DC equal to your wizard spell save DC or take 2d10 thunder damage and be deafened, it can make another saving throw at the end of each of its turns against the condition.
Transmutation
You gain more arcane incantations that you can use to enchant your weapons with:
- Double Barrel - Your next attack splits your bullet in two, you must make two separate attack rolls at two enemies each within 5 feet of one another, both dealing half damage. If the bullet used for this is enchanted you expend 2 of the points you use to enchant your weapon (instead of 1) and two versions of the spell effect both the targets individually, this spell, however, must only target one creature.
- Sight-Seeing - If your next attack hits, the creature is forced to make a constitution saving throw with a DC equal to your wizard spell save DC or be blinded for one minute, If it succeeds then it is not blinded and cannot be affected by this ability for the next hour, if it fails it is blinded and can make the saving throw again at the end of each of its turns and until one minute passes and as long as it is on the same plane of existence you know its position.
- Charged Shot - When you use this ability your next attack does not fire straight away it is instead held, holding the shot requires concentration and during this time you cannot move. You can hold this for a maximum of 2 rounds at which point you must make a ranged weapon attack at advantage, dealing your weapons damage * however many rounds it was charged for(this includes the original round)(this acts like a crit). For example, if you cast this when using a palm pistol and waited 2 rounds and hit with your attack you would roll 3d8+Dex. This cannot be used with enchanted ammo.
- Flare - Your next attack leaves a trail behind creating a thick cylinder of smoke 5 feet in diameter that stretches between where you fired the bullet and where the bullet landed. When the bullet hits something the place it hits creates a 10 foot diameter sphere of smoke. Creatures that make attacks at creatures inside the smoke or obscured by it have disadvantage. The smoke lasts until your next turn and is blown away instantly if it is windy (At the DMs discretion)and although the invocation is magical the smoke is not.
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Posted Dec 14, 2024Could we get a 2024 version of this please, also there are a few spelling mistakes.
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Posted Sep 27, 2022ha, fireball + gun = boomstick