Base Class: Artificer
The Powder Sage is a master at the manipulation of firearms, gunpowder, and ammo, imbueing them with all sorts of magical, and dangerous effects. They are artisans of their craft, and rarely wish to be disturbed while in their workshops.
They have studied the Arcane in equal part to the Physical world, and learn magic through dedicated study, and practice.
Powder Sages are most comfortable in Ranged combat with a firearm, or two. They are highly intelligent, and tactical, known to take every advantage, or create them to get the upper hand in a fight.
Gunman novice
Beginning when you select this specialization at 3rd level, you gain proficiency with renaissance style firearms and tinkerer's tools. Additionally when dual wielding pistols you can cast spells without somatic components
Arcane Factory
From 3rd level,, You can repair your weapon at the cost of materials, 10 gold, and 2 hours, As well as knowledge about your guns, you are able to craft ammunition for them. By using gunpowder, other necessary resources, 10 gold and 1 hours, you can craft 20 ammo of any kind for your guns
additionally if you spend a infusion to craft ammo this way, you make 20 magical ammunition (magic ammo has the magical damage properties for the sake of overcoming resistances)
Magic Ammo Crafting
At the cost of 1 infusion you craft 20 magic ammo for the sake of overcoming resistances
Chromatic Shot
Level 5 and up, By gathering magic forces within you, you manage to infuse your weapon with an arcane element of your choice. the next shot has 1d6 added damage of the chosen element added to the damage roll. The elements that can be chosen from are:
- Acid
- Cold
- Fire
- Lightning
- Necrotic
- Radiant
You can do this ability an amount of times equal to your INT modifier, resets on long rest
As you further progress, the bonus damage of this ability increases by 1d6 at level 9(2d6), 13(3d6), and 17(4d6).
Slippery
By level 5 You've become quick on your toes after dealing with the many dangers of your craft, When something attacks you (non AOE), you can use your reaction (before you know the outcome) to attempt to roll or slide out of the way, this requires a dex save, the DC equals their attack roll (with modifiers).
On a successful save you avoid all damage from the attack, and move 5ft away from the target without provoking attacks
On a failed save, you take full damage, and depending on positioning your DM may rule you fumbled, or were knocked prone.
You can do this an amount of times equal to your proficiency bonus, resets on long rest
Runic shots
At lv9 Your advancements in metallurgy and warding magic has allowed you to alter your attacks by imbuing different magical effects onto your ammo
Before you roll for an attack you may choose to use a BA to choose one rune to activate, upon a successful hit the effect is applied in addition to your normal attack damage. This ability may be used a number of times equal to your INT modifier.
|
RUNE |
RUNE EFFECT |
|---|---|
|
Piercing Rune |
Your shot pierces through the target of its attack and strikes any creature(s) in a 10ft line behind it |
|
Lingering Rune |
Your shot lingers inside the targets body and causes hemoraging for the next minute, taking 1d8 piercing damage at the end of their turn. The creature may make a DC WIS (Medicine) check equal to your spell save DC to end the effect |
|
Wounding Rune |
Your shot wounds the creature it hits making it vulnerable to attack, the next attack roll made against this target before the end of your next turn has advantage. |
|
Bola Rune |
Your firearm fires a spectral bola and entangles the creature it hits for the next minute. At the beginning of their turn they may make a Dexterity Saving Throw on your Spell DC to break free of the bola. |
|
Grapple Hook Rune |
Your firearm fires an ethereal grapple hook forth grappling at a point within 60ft. You may pull yourself towards the point giving you 15ft Fly speed towards the point. If the point is on an object or creature you may pull it towards you on a successful DC STR (Athletics) check of your DM's discretion |
Aim of the Mage
At lv15 You can use a spell slot to take a shot at advantage, in addition to this, anytime you land a critical hit with a firearm, you can cast a Ranged attack spell from that firearm as a bonus action
Powder Pouch Crafting
From lv9 you can use a 2nd level spell slot, 20 gold, gunpowder, and a small bag or pouch spending 2 hours to craft a magically explosive pouch damage type of your choosing that deals 4d8 damage when thrown
It's damage can be Acid, Lightning, Fire, Necrotic, Ice, or Radiant
Throwing 1 pouch is 1 action, The pouch has the thrown properties, and last until you throw it, It has a Range of 30(60)ft, and explodes on impact in a 10ft radius, anyone in the radius must make a dex save against your spell DC or take full damage, taking half on a successful save
You can craft an amount of these each day equal to your INT modifier
Doesn't Read Safety Manuals
Lv 15 An unpredictable side effect of embueing your weapons with so much archaic magic over your travels has causes them to... on occasion ...without warning... fire a fireball, rather than ammunition.
(This effect can be dangerous to the end user, and depending on the specifics of your campaign may be removed by your DM, and replaced with a different spell of equal strength)
Starting at lv 15 every time you're about to roll a Ranged attack with a fire arm, first roll a d100, if it's between a 90-100, your next shot consumes no ammo, and is a 4th level fireball. BUT Roll another d100 after that, if you roll a 1 on the d100, the fireball misfires, and detonated wherever the barrel of your firearm is, potentially impacting you, and your party.
This can happen an amount of times equal to your INT modifier
Previous Versions
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8/5/2022 8:48:54 PM
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