Wizard
Base Class: Wizard

The Arcane Tradition of the Gunmage emphasizes the use of a firearm as an arcane focus. Given that the firearm is a recent technological development, the Gunmage School is a new one, but is growing in popularity due to its versatility and appeal.

Gunslingers Training

When adopting this tradition at the 2nd level, you gain proficiency in all firearms, as well as tinkerer's tools.

Arcane Gunsmith

Starting at 2nd level, you can inscribe your learned magic into guns. Guns you inscribe on are treated as a spellbook which you can store a certain number of spells on. Guns store up to 3 spells at 2nd level, can store one additional spell at 6th, 10th and 14th level. You can change all of the inscriptions over the course of one day (8 hours) of work and expending 5x the spell's level gp of raw materials per inscription changed. You can only inscribe spells into guns that have a casting time of 1 action or 1 bonus action. These spells are always considered prepared for you, and do not count against the number of wizard spells you can prepare per day. You can cast these spells through inscribed guns once per day, with the runes recharging over a long rest. The gun acts as your spellcasting focus and fulfills the somatic and material requirements for these spells, as long as the materials have no value (such as 500gp worth of diamonds).

You may have only one Inscribed Firearm active at any one time, you may take a long rest to transfer current inscriptions to a new firearm if so chosen, if so, the inscriptions on the previous gun are inert.

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Arcane Shot

At 10th level, you can expend a spell slot as a bonus action to create an arcane round in the chamber of your Arcane Gun. An Arcane Gun can only have one such shot in it at a time. The next shot fired from the weapon in the next 10 minutes will fire this stored energy.

 

This attack has a range of 200 feet, uses your Intelligence modifier, deals a type of damage that you choose upon creating the round (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder) and deals 1d10 damage per the level of the spell slot expended, in addition to your Intelligence modifier. This counts as a ranged weapon attack, as well as casting a wizard spell.

Empowered Firearm

At 14th level, spells cast through your arcane firearm and mundane attacks ignore a creature's resistances. Mundane attacks fired through your bound firearm deal an additional 1d10 force damage.

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