Wizard
Base Class: Wizard

Trained in the arts of flexing on others, the School of Gunnery aims to combine the range and capabilities of the common gun with the decidedly far more advanced and sophisticated arcane might of wizardry. By utilizing a series of techniques, Gunnery wizards are capable of doing normal things with guns, but with a bit more shock and awe.

Arcane Rifle

Beginning when you select this school at 2nd level, you either have crafted or receive a custom-made rifle, that you are now proficient in, to show off to all your friends and enemies alike. This gun is a two-handed ranged weapon (yes, that means it uses DEX to hit) that has a range of 120 feet and deals 2d6 force damage on hit. This damage increases to by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6). The rifle requires no ammunition, as it's powered by magic, and is unusable by creatures that are not you.

If you lose your arcane rifle, you may create a new one over the course of a long rest and expending 100 gp worth of metals, inks, and other associated construction materials.

Bullet Technique

Bullet Charge. You gain a pool of points known as Bullet Charges equal to your Intelligence modifier (minimum of 1) + your proficiency bonus. You regain all Bullet Charges on a short or long rest.

Bullet Techniques. At level 2, you learn the "Infused Bullet" Bullet Technique and one other Bullet Technique of your choice, which are detailed under "Bullet Technique List" below. Many techniques enhance an attack in some way. Each Bullet Technique must be declared before the attack roll is made. You can use only one trick shot per attack, unless otherwise specified.

You learn an additional Bullet Technique at 6th, 10th, and 14th level.

Saving Throws. Some of your Bullet Techniques require your targets to make a saving throw to resist the Bullet Technique's effects. The saving throw DC is calculated as follows:

   Bullet Technique save DC = 8 + your proficiency bonus + your Intelligence modifier

Bullet Technique List:

Infused Bullet
You can expend one Bullet Charge and an appropriate Spell Slot to infuse a prepared spell into your shot. On a hit, the spell activates, targeting whoever was hit by the attack. If the spell has a range of self, the target will count as that "self" but will still take the damage. (i.e. lightning bolt will originate from the target's location, but will still take the 8d6 lightning damage. You may choose the direction of AOE's.)

The spell can activate only once and the original shot will retain its force damage to its initial target. If the spell has a saving throw, the initial target must make the save at disadvantage.

If this attack misses, the spell will still activate/detonate upon impact with a solid surface if there is one within 120 feet, otherwise, nothing happens.

This Bullet Technique can be combined with any one other Bullet Technique per use.

Piercing Bullet
You can expend one Bullet Charge to deal half the damage dealt to the original target to an enemy in a straight line behind the original target. Additional Bullet Charges may be expended to increase the number of enemies pierced, one additional enemy per Bullet Charge expended. Each enemy takes half of the damage of the one in front. (i.e. the third enemy in a row will take a quarter of the damage the first enemy took).

This Bullet Technique can be combined with any one other Bullet Technique per use.

Elemental Bullet
You can expend one Bullet Charge to change the damage type of the attack to Fire, Cold, Lightning, Necrotic, or Radiant. This applies to all damage dice rolled as a result of a successful attack.

Enhanced Bullet
You can expend one Bullet Charge to add one damage per damage die rolled as a result of a successful attack. (i.e. a level 3 fireball infused bullet will deal 8 extra damage + 2 extra damage from the shot itself).

Bouncing Bullet
You can expend one Bullet Charge to ricochet your shot off a solid surface. If circumstances allow, this Bullet Technique will ignore half and three-quarters cover. Using this Bullet Technique will not reveal your position if you are hidden or otherwise unseen.

Concussive Bullet
You can expend one Bullet Charge to blast your opponent backwards. On a hit, your target must make a Strength saving throw or be knocked backwards 10 feet and knocked prone.

Targeted Bullet
You can expend one Bullet Charge to gain advantage on the attack roll. Three Bullet Charges may be expended at once to bypass the attack roll and instead automatically hit.

Distanced Bullet
You can expend one Bullet Charge to double the range of the Arcane Rifle from 120 ft to 240 ft.

Concentrated Bullet
As an action, you can expend two Bullet Charges to charge your next shot. The next time you make an attack with the Arcane Rifle, deal 1 extra die of damage of the same size of any already being rolled for damage. This Bullet Technique may be used again on the next turn to increase the damage by another die of damage. Using this Bullet Technique counts as using concentration and any bonuses accrued will be lost upon losing concentration.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Return Fire

Beginning at 10th level, if a ranged attack is made against you and misses or you successfully save against a damaging spell AOE, you may use your reaction to make a single attack (one weapon attack) against the attacker if they are within range.

Continuous Attack

Starting at 14th level, whenever you kill an enemy or critically hit with a ranged weapon, you may make an additional attack against an enemy in range.

Previous Versions

Name Date Modified Views Adds Version Actions
4/9/2022 5:50:31 AM
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