Base Class: Fighter
Although they are sometimes called "Marked" the term Powder Mage is far more commonly used. Powder Mages have faced vicious persecution by Mages who feared their abilities, especially in Elven society (where they are still outlawed today), it is possible that this history is where the term "Marked" comes from. Unlike Mages, Powder Mages do not draw their power from the Else directly. Instead, as their name suggests, they use gun powder as the source of their power. In addition to simply being able to smell it at a distance even in its unburned form Powder Mages can consume orally or snort gun powder through their nose to enter what is called a "Powder Trance," in which their senses are heightened, and they become physically stronger and faster, thus making them very dangerous on the battlefield. If a Marked stays too long in a powder trance, they run a risk of going "Powder Blind," a condition that has ended several Powder Mage careers. The effect of gun powder also increases their healing abilities, as such a Powder Mage in a powder trance is very difficult to take down.
Powder Mages also have the ability to manipulate the explosive reaction of gun powder. In practical terms and with practice a Powder Mage can redirect the power from a gun powder explosion from its point of origin in a powder horn or in a gun barrel to another location around them. This makes attempting to fire a black powder weapon at a Powder Mage a very stupid idea. The most common application of this skill is "floating" bullets. When "floating" a bullet the powder mage fires a bullet from their rifle and then sets off powder in their powder horn (called "burning") and mentally redirects the explosion to be behind and below the bullet thus increasing its flight time and its accuracy. To help with accuracy Powder Mages tend not to use muskets but instead use rifles which fire a smaller bullet but is more accurate, the lighter bullet is also easier to float over distance. All Powder Mages can do this and depending on the Mage in question he or she may have other abilities. Some mages for example have the ability to keep two bullets aloft in the air at the same time hitting two separate targets, while others can throw a hand full of bullets into the air and redirects the detonation of the powder in their powder to be at the center of the cluster of them thus turning a collection of bullets into a very deadly shrapnel bomb in close confines.
Powder Mages tend to avoid the mineral gold at all costs as if their blood comes into contact with it, it will neutralize their powder imbued abilities as long as the gold remains in contact with their blood. An Elven way of permanently removing a Marked One's powers without killing him is to implant a gold star into a Marked One's body in such a place that it will constantly rip open his or her flesh and never fully heal.
Magic Sense
When you discover your abilities as a powder mage, you gain the ability to detect the arcane. When you gain this feature you may cast Detect Magic without requiring any components your proficiency bonus number of times per day. You regain uses after a long rest.
You also gain a powder aura that lets you detect and interact with powder within 30 feet, this aura increases in range at 7th, 10th, 15th, and 18th levels
Powder Aura
You gain a Powder Aura that lets you detect the exact location and amount of black powder within 30 feet. This range increases at 7th, 10th, 15th, and 18th levels.
Powder Magic
When you gain this class archetype, you gain the ability to interact with black powder in unique ways.
You may consume a powder charge to take any of the following actions. You gain more uses at levels 7, 10, 15, and 18.
You may also use more charges than you have available at the risk of going powder blind. If you choose to do so, roll a d100, if you roll 10 or less (this number doubles for every charge over your max charges) you become powder blind for a number of days equal to the number of charges over you max that you consumed. While powder blind you lose all access to your powder magic.
Trance
You may use an action to ingest a powder charge and enter a light powder trance for one minute. While tranced you gain 60 feet of dark vision (or an additional 60 feet if you already have dark vision) and you double your proficiency bonus of perception checks.
Float Bullet
When you make a ranged weapon attack while using a black powder weapon you can burn a powder charge to double the range of your attack by floating the bullet with the extra energy.
Precision Shot
When you make a ranged weapon attack while using a black powder weapon you can burn a powder charge to add your Wisdom modifier to the attack roll by controlling the blast around the bullet. This can be done after the dice roll, but before you know the outcome of the shot.
Powder Charges
You may use a number of powder charges to fund your abilities. You initially start with 3, and gain additional uses at levels 7, 10, 15, and 18.
Novice Powder Magic
Your training as a powder mage has unlocked new powder abilities.
Medium Trance
You may use an action to consume 2 powder charges to enter a medium powder trance for one minute. While in a medium trance, you gain advantage on strength and dexterity checks, as well as the light trance effects. You gain 1 level of exhaustion at the end of the trance.
Shrug it Off
While in a powder trance you may use your reaction and a powder charge to reduce nonmagical damage you take by half until the start of your next turn.
Stop Shot
You may use your reaction to prevent a single firearm withing your powder aura from shooting till your next turn. At level 10 you gain the ability to use your reaction to cause the powder in the weapon to explode dealing 1d6 to the wielder and making it misfire.
Curved Shot
You may burn a powder charge to curve your bullet, ignoring half and three quarters cover
Adept Powder Magic
You have gained a high level of understanding of your powder abilities. You gain access to the following abilities.
Power Shot
When you make a weapon attack using a black powder weapon you may burn a number of charges to add extra damage to the shot equal to your WIS x charges used
Ranged Detonation
You may use your action to detonate powder within your aura range, you suffer blowback that eats into your powder charge uses. The number of charges increases based on the amount of powder. 1 charge for a charge, 2 charges for a horn, 3 charges for a barrel. Each creature within range of the detonation must make a Dexterity saving throw that equals 8 + WIS + Profficiency.
Charge: 5 foot space, 1d6 + Wis Damage
Powder Horn: 10 foot radius, 3d6 + Wis Damage
Barrel: 20 foot radius, 7d6 + Wis Damage
Two Shot
When you take the attack action you may choose to spend another round of ammunition and burn a powder charge to attack a second target. This may be used no more than once per round.
Master Powder Mage
You have gained a high degree of mastery over your powder magic. You gain the following abilities.
Heavy Trance
You may use your action and consume 3 powder charges to enter a Heavy powder trance for one minute. While in the trance you gain the effects of haste and may add your wisdom modifier to your melee attacks, as well as gaining all other trance abilities. You also gain 2 levels of exhaustion at the end of the trance.
Hail of Bullets
You may use your action to consume 3 charges to shoot a hail of bullets in a 15 ft cube that deal 3d12 damage plus your wisdom modifier. Enemies within the cube must make a Dexterity Saving throw equal to 8 + WIS + Proficiency, they take half damage on a sucess, and full damage on a failure.
Piercing Shot
When you make a weapon attack using a black powder weapon you may spend 2 powder charges to pierce full cover or magical barriers.
Ultimate Powder Mage
Your extensive use of black powder has changed your body and you have gained absolute mastery over your powder magic. You gain the ability to use multiple powder abilities on each attack rather than one, you gain a permanent light powder trance, and powder blindness lasts half as long.
When you take damage that would reduce you to 0 hit points you may also spend a powder charge for every 10 damage taken to stay on your feet and remain at 1 HP until you go powder blind.