Wizard
Base Class: Wizard

There are parts of the realm where the influence of any deity or king's law is barely felt at all, a near lawless way of life where it is up to the individual to protect themselves for the most part.  It is these places on the edges of society, where there is a real sense of wilderness, a lack of societal norms, where the villainous would prey and take advantage of those weaker than themselves.  These fringes are where the Arcane Gunslinger finds themselves drawn to.  Here they act as a bastion of peace and justice in places where the hives of villainy corrupt and attack the innocent.
Some have said that no one person should be judge, jury, and executioner...but they've never seen the things you've seen...  Someone has to stand up for some sort of order and protect the innocent, and that just might be you.

Arcane Firearm

Arcane Firearm

You gain proficiency with firearms, and after a ritual are able to use them as an arcane focus called an Arcane Firearm. When you finish a long rest, you can use woodcarver's tools, smith's tools, or any other appropriate tool set to carve special sigils and runes into a firearm and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different gun. The sigils otherwise last indefinitely.

Damage rolled for the Arcane Firearm is separate from the spell damage. You cannot fire the pistol or musket at the same time as making a spell attack with your Arcane Firearm as a single attack action, but you can make a normal ranged attack with your Arcane Firearm's normal ammunition and still receive the benefit of the additional Arcane Firearm damage.

When you cast a wizard spell through the firearm, you deal an additional 2d4 points of force damage. You add your INT ability score modifier to the 2d4 of damage upon reaching 5th level.

Arcane Aim

You gain a +2 bonus to attack rolls you make with arcane firearms.
At 4th level when using your musket as an Arcane Firearm(The Long Gun), the attack bonus increases to +4 and +2 force damage.

Do you feel lucky, punk?

You learn to use your arcane firearm to disrupt other spellcasters. When you unlock this ability you are able to use your reaction to interrupt a spell caster mid spell, as if using the spell "Counterspell".
You can use this ability up to your INT mod times per day.

Swapping Loadout

Upon reaching 3rd level, you are so in tune with your arcane firearm that you are able to change the damage type of a spell cast through it with another damage type from a spell in your spellbook.

The Long Gun

By level 5, when creating an arcane firearm from a musket, you have found ways to gain added benefits by modifying the design, runes, and magical formulae involved in the creation process. You call this your arcane long gun, and can use it as an arcane focus. The Long Gun is a device that requires your full attention and concentration to operate, you do not gain the benefit of Trigger Finger when using The Long Gun as your Arcane Firearm to make spell attacks.

You gain an additional +2 to damage on attacks made using The Long Gun as your Arcane Firearm.

Eyes of the Mad Gunslinger

At 6th level you've become powerful enough to unlock the Eyes of the Mad Gunslinger!
You are proficient in Intimidation if you weren't already.

When this ability is activated, it's passive benefits last for up to 4 hours, or until cancelled.  The active benefit can be used a number of times per day equal to your proficiency bonus, during this period of time.

Indomitable Presence - can be used a number of times equal to your proficiency bonus per day, and is recharged after a long rest.
Your eyes flare and flash with magic as you stare-down on your target. This is an act of intimidation as well as investigation as you simultaneously are intimidating your target into a disadvantage, as well as probing for weaknesses, vulnerabilities, and resistances. Choose a target within 120 feet that you can see. The target must succeed a Wisdom saving throw, if it fails, the target is affected as if by the fear spell, and you learn whether or not it has any resistances or vulnerabilities.
If a creature makes a melee attack attempt against you while this ability is active, you can use a reaction to shift your focus to that target who must then save vs intimidation or else become frightened as if by the fear spell.
At 9th level you can focus this into a cone, with a range of up to 60 feet.  All within the cone who fail are affected as if by the fear spell, and you learn any resistances or vulnerabilities they have.

Passive benefits - last for up to 4 hours, and the ability can be reused again after a long rest.
While your ability is active, you have advantage on CHA skill checks and saving throws.

All I see....are dead men

At 9th level, you've learned to focus and channel your arcane gaze.  Using this ability, you can now reduce the range and target of Eyes of the Mad Gunslinger to a 60 foot cone - all within the cone must save or else be frightened as if by the fear spell.  You also learn any resistances or vulnerabilities the targets have.

The Trigger Finger

The speed of your reactions are that of a blur.  You have become so accustomed to the motion of drawing and firing your Arcane Firearm, that you have developed a blinding fast precision strike.  So much so, that often times the enemy doesn't even know they've been hit.  You now add your INT modifier to initiative rolls as well as receive an additional spell attack action when using your Arcane Firearm.

High Noon

At 10th level you gain the ability High Noon, which functions as the Sunburst spell and is cast from your Arcane Firearm. This ability can be used a number of times per day up to your ability modifier.

A tiny ball of light is released from your arcane firearm to a point you can see within range.

Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.

A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

This spell dispels any darkness in its area that was created by a spell.

True Grit

Years of a hardened lifestyle are not without their rewards. The Arcane Gunslinger gains the following benefits:
You can add your INT modifier to your armor class.
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
You are able to ignore the effects that massive damage would have against you.
Each day you are granted a number of temporary hitpoints equal to your level.

Previous Versions

Name Date Modified Views Adds Version Actions
1/1/2022 3:46:34 PM
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3/13/2022 3:44:15 AM
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10
0.95
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