Wizard
Base Class: Wizard

Gun Mages, with their signature Arcannons, are the embodiment of technology and arcane studies. Channeling their Arcane energy through their Arcannons to deal damage as well as bolster their defenses. As dangerous as they are unpredictable, Gun Mages are never to be underestimated. 

Arcannon User

You gain proficiency with the Arcannon. A ranged firearm that uses your spellcaster modifier for attacks, with the following stats. 

Range  30 (60)

Damage 2d4 + INT (Force)

Additionally you become proficient in Light Armor, and you can add your INT to your AC 

Arcannon Infusion

Beginning at 2nd level, you can infuse the Arcannon with your arcane energy. The Arcannon can hold charges equal to your INT Modifier +1. It gains a charge equal to the level spell slot used to infuse it .EX. If you have a +4 INT, it can hold 5 charges, which can be obtained by using 2 Second Level and 1 first level spell slots.

These charges last until used, or the next long rest. The charges can be expended in the following ways:

Empowered shot: Using an action you expend a charge to make a ranged spell attack (120 range), on a successful hit you deal 1d10 + INT Force damage. The shots damage is increased by 1d10 for each additional charge used in making the shot (Max charges is limited to your PB).

Warding Cover: As a reaction when attacked you can expend a charge to create a 5 ft ward around you. This ward comes from your Arcannon and moves with you and as long as you remain within it you are granted Total Cover. Additionally the first spell or attack you do while in the ward ignores the targets cover, and receives a damage bonus equal to your PB. The ward persist use a spell or attack that leaves the 5ft area of the ward, you fall unconscious, or drop your Arcannon. 

Arcane Overcharge: As a bonus action, you expend 2 charges to cause your Arcannon to become overcharged with Arcane Energy. You must then choose a spell, and take the Hold action. The spell will be released at the start of your next turn, it will not consume a spell slot. After the spell is released you will not be able to use any charge abilities until the start of your next turn. 

Cantrip Potency

At 2nd Level, anytime you cast a cantrip through your Arcannon, you add your INT modifier to the damage roll of the die. 

Arcane Ammunition

Starting at 6th level, after using a charge effect (in the case of Arcane Overpower when the spell is released), you can use an additional charge to attack with your Arcannon, assuming there is a target in range. 

Adaptive Spellcasting

Beginning at 10th level, by using charges equal to the level of spell cast, you can change the damage type of the spell to a type of any other spell you know, this effect also carries over to the damage from Arcane Ammunition (if used).

Arcannon Specialist

Starting at 14th level, your Arcannon now deals 3d4 for its attacks. Additionally you gain the following passive ability. 

 

Arcane Transfusion: Whenever you use a charge ability you gain temp hitpoints equal to INT x Charges used. 

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