Base Class: Wizard
You create an Arcane Blaster to amplify your spellcasting.
Arcane Blaster
Beginning when you select this school at 2nd level, you have built yourself a powerful artifact capable of focusing and amplifying your destructive spells, the Arcane Blaster. You have spent numerous hours researching formulas and magical materials to create this item. You can make this look however you want and it functions as a spellcasting focus for your spells.
When you use a spell slot to cast a Conjuration, Evocation, Divination or Necromantic spell that deals damage and you channel it through your Arcane Blaster, you may treat the spell as if it were one level higher.
When you cast any spell through your Arcane Blaster that requires an attack roll, that roll gains a +1 Bonus.
If the Arcane Blaster is ever lost or damaged, you can repair or design a new one. Talk to your DM to figure out difficulty checks and cost of materials but shouldn't take longer then 8 hours to finish.
Magic Bullets
Starting at level 6, you have added a new function to your Arcane Blaster, when you use it to cast a damaging spell, the gun stores a portion of the arcane energies that you may then shoot as a magical sphere of energy.
As a bonus action right after you use your action to cast a spell that dealt damage, you may make a ranged spell attack with a range of 120 feet. This attack counts as evocation and deals 1d6 damage of the same damage type as the spell you had just cast.
You may use this ability a number of times equal to your proficiency bonus and must finish a long rest to regain all uses.
Starting at level 14 you may make 1 additional shot when you use this ability.
Transmutation Ray
Starting at level 6 you came up with a new setting in your Arcane Blaster to allow you to transform others into goats. You may use an Action to cast Polymorph but the target can only be turned into a goat. You may cast this spell in this way without a spell slot once and must finish a long rest to do so again. You may also use level 4 or higher spell slots to cast this ability. You may choose to use level 3 spell slots but doing so reduces the duration to 1 minute.
Overcharge
Starting at 10th level, when you cast a spell that requires a ranged spell attack roll, it can crit on a natural 19-20 and deals an extra 1d8 bonus damage.
Glass Canon
Beginning at 10th level, as a bonus action you can activate or deactivate an elemental attunement in your Arcane Blaster. Choose fire, cold, lightning, acid, poison, force, psychic, thunder, holy or necrotic or use your bonus action to change your choice, this choice becomes your Arcane Blaster's Elemental Attunement. You can add your INT modifier ({{modifier:int}}) to one damage roll of any wizard spell you cast that deals damage of that type. While Elemental Attunement Is active, all attack rolls made against you have advantage.
Overchannel
Starting at 14th level, you can increase the power of your simpler spells. While you have your Glass Canon feature active and you cast a wizard spell of 1st through 5th level that deals the same type of damage as the Elemental Attunement, you can deal maximum damage with that spell.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d10 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d10. This damage ignores resistance and immunity.
Furthermore you gain resistance to the elemental Attunement.
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